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Sea Ghoul

Aquatic undead that scavenge shipwrecks and drownings, ambushing swimmers with paralysis and poisonous aura

Basic Fantasy Field Guide Omnibus

Field Guide

Armor Class12
Hit Dice2*
Number Appearing1d2, Wild 1, Lair 1d6
Attacks2 claws (1d4), 1 bite (1d4) + paralysis (1 per day)
Damage1d4 claws, 1d4 bite + paralysis (1 per day), poison
MovementSwim 30'
Save AsFighter: 2
Morale6
XP125
Treasure TypeC

Unlike the common ghoul which scavenges battlefields and graveyards for the rotten flesh they crave, Sea Ghouls adapted to scavenge the large bodies of water where shipwrecks and drownings are frequent.

Their softer, water-softened flesh renders them immobile outside of the water, but they are fast and agile swimmers. They can only paralyze one medium-sized creature per day (save vs. Paralysis), but compensate in combat with an aura of poisoned water that surrounds them for 5 feet in all directions. Creatures in this aura must save vs Poison. Small fish found floating to the surface in a distinct path are a telltale sign of sea ghouls sea ghasts prowling below the surface of the water.

They are ambush hunters, hiding among silt and plants for any lone or straggler swimmers in sight. They will approach from beneath, giving no warning other than the corpses of small fish floating to the surface where they move, or the sudden burning sensation as they make an unexpected save vs. Poison. Their poison aura dissuades interlopers as they paralyze their prey with a paralyzing bite, and drag the unlucky victim into the darkness to drown and soften.

They favor deep, still water with silty bottoms and low visibility. Mindful swimmers are advised to avoid swimming in these types of water bodies, especially alone or without a weapon.

Special Abilities

Paralysis: Can paralyze one medium-sized creature per day with bite (save vs. Paralysis).
Poison Aura: Aura of poisoned water surrounds them for 5 feet in all directions. Creatures in this aura must save vs Poison.
Immobile on Land: Their softer, water-softened flesh renders them immobile outside of the water.
Undead: May be Turned by Clerics as ghouls. Immune to sleep, charm, and hold magics.
Holy Water Aversion: Will avoid any water within 20 feet of where a flask of holy water was poured out for 1 day.