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Ghoul

Undead monsters which eat the flesh of dead humanoids to survive

undead humanoid chaotic

Basic Fantasy Role-Playing Game

BFRPG

Armor Class14
Hit Dice2*
Number Appearing1d6, Wild 2d8, Lair 2d8
Attacks2 claws, 1 bite
Damage1d4 all + paralysis
Movement30'
Save AsFighter: 2
Morale9
XP100
Treasure TypeB

Ghouls are undead monsters which eat the flesh of dead humanoids to survive. They are vile, disgusting carrion-eaters, but are more than willing to kill for food. Those slain by ghouls will generally be stored until they begin to rot before the ghouls will actually eat them.

Living creatures hit by a ghoul’s bite or claw attack must save vs. Paralysis or be paralyzed for 2d8 turns. Elves are immune to this paralysis. Ghouls try to attack with surprise whenever possible, striking from behind tombstones or bursting from shallow graves; when they attack in this way, they are able to surprise opponents on 1-3 on 1d6. Like all undead, they may be Turned by Clerics and are immune to sleep, charm, and hold magics.

Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the knowledge or abilities they possessed in life. The newly-risen ghoul is not under the control of any other ghouls, but hungers for the flesh of the living and behaves like any other ghoul in all respects.

Special Abilities

Paralysis: Living creatures hit by a ghoul’s bite or claw attack must save vs. Paralysis or be paralyzed for 2d8 turns. Elves are immune to this paralysis.
Surprise: Ghouls try to attack with surprise whenever possible, striking from behind tombstones or bursting from shallow graves; when they attack in this way, they are able to surprise opponents on 1-3 on 1d6.
Undead: May be Turned by Clerics and are immune to sleep, charm, and hold magics.
Ghoul Fever: Humanoids bitten by ghouls may be infected with ghoul fever. Each time a humanoid is bitten, there is a 5% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the knowledge or abilities they possessed in life.
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

Old-School Essentials Classic Fantasy
Armor Class6 [13]
Hit Dice2* (9hp)
Number Appearing1d6 (2d8)
Attacks2 × claw (1d3 + paralysis), 1 × bite (1d3 + paralysis)
THAC018 [+1]
Movement90' (30')
Saving ThrowsD12 W13 P14 B15 S16 (2)
Morale9
AlignmentChaotic
XP25
Treasure TypeB
Grotesque, animalistic, undead humans that crave the flesh of the living.

Special Abilities

Paralysis: For 2d4 turns (save versus paralysis). Elves and creatures larger than ogres are unaffected. After paralysing a target, ghouls will attack others.
Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License
OSRIC
Armor Class6
Hit Dice2
Number Encountered4d6
Attacks3
Damage1d3/1d3/1d6
Move90-ft loping
AlignmentChaotic evil
IntelligenceLow
XP3/70+2/hp
SizeMan-sized
FrequencyUncommon
Lair20%

Ghouls are humans, who feasting on corpses and engaging in other vileness, have become undead, or in turn were killed by another ghoul without their corpses being sanctified by a cleric. Loping through the darkness with their vague canine cast and long black marrow-licking tongues, they haunt graves and ruins, seeking the flesh of the dead and the living. Though their minds are warped by the transformation, and their general intellect stunted, they still retain a terrible cunning, and they attack in fearless packs to good effect, bringing down the living to feast on their remains. Any human or demi-human, save elves, attacked by a ghoul must make a saving throw or be paralysed for 3d4 turns.

Protection from evil will keep these things at bay, unless one so protected violates the circle by attacking the ghouls.

Ghouls are also said to be able travel the lands of dreams, using them as conduit to enter the waking world of men at various graveyards, and escaping without a trace. Marine ghouls are called “lacedons” and are sometimes found on ghost ships or dwelling in wrecks on the sea bed.

Description: Ghouls appear as emaciated, animated corpses with sharp teeth and long fingernails to which shreds of corpse-flesh are sometimes attached. Their voices are weird and eldritch, sometimes described as “meeping” and “glibbering”.

Treasure: 1d8×1,000 cp (50%); 1d6×1,000 sp (25%); 1d4×1,000 ep (25%); 1d3×1,000 gp (25%); 2d4 gems (30%); 1d4 jewellery (20%); magic weapon or armour (10%); 1d4 scrolls (10%)

Special Abilities

Paralysation: Any human or demi-human, save elves, attacked by a ghoul must make a saving throw or be paralysed for 3d4 turns.
Immune to sleep and charm spells: Immune to sleep and charm spells.
Protection from evil: Protection from evil will keep these things at bay, unless one so protected violates the circle by attacking the ghouls.
Dream travel: Ghouls are also said to be able travel the lands of dreams, using them as conduit to enter the waking world of men at various graveyards, and escaping without a trace.

Variants

Lacedon (marine environments)

Marine ghouls are called ’lacedons’ and are sometimes found on ghost ships or dwelling in wrecks on the sea bed.