Ghoul (Adv +1) 1 15 15 0 0 true 90cb7347-aaa4-4cb8-82ed-f4ef936898ed false false false false 0 2039103902 false 0 0 0 0 false false Ghoul Fever disease Ghoul Fever Disease Bite-injury Fort 13 1 1 1 1 1 0 day false 1 day 0 false 1 3 1 1 3 0 Con false 1 3 1 1 3 0 Dex false 2 consecutive saves
The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
false
false false false Ghoul (Adv +1) 2 600 CE Medium undead 4 darkvision 60 ft.; Perception +11 14, touch 12, flat-footed 12 (+4 Dex, +4 natural) 17 (2d8+8) Fort +2, Ref +2, Will +5 4 4 7 30 ft. bite +5 (1d6+3 plus disease and paralysis) 2 claws +5 (1d6+3 plus paralysis) 5 ft. 5 ft. paralysis (1d4+1 rounds, DC 13, elves are immune to this effect) Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14 1 +4 18 Weapon Finesse Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 Common any land solitary, gang (2-4), or pack (7-12) standard This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. PFRPG Bestiary 0 Disease (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear. Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin. Ghast Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes). Lacedon These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends. Lacedons have a base land speed of 30 feet and a swim speed of 30 feet. <link rel="stylesheet"href="PF.css"><div><h2>Ghoul</h2><h3><i>This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.</i></h3><br></br></div><div class="heading"><p class="alignleft">Ghoul</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>CE Medium undead </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +7</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 12 (+2 Dex, +2 natural)</h5><h5><b>hp </b>13 (2d8+4)</h5><h5><b>Fort </b>+2, <b>Ref </b>+2, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>channel resistance +2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>bite +3 (1d6+1 plus disease and paralysis) and</br> 2 claws +3 (1d6+1 plus paralysis)</h5><h5><b>Special Attacks </b>paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 15, <b>Con</b> -, <b>Int</b> 13, <b>Wis</b> 14, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>14</h5><h5><b>Feats </b>Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3</h5><h5><b>Languages </b>Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary, gang (2-4), or pack (7-12)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Disease (Su)</b> Ghoul Fever: Bite-injury; save Fort DC 12; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</h5></div><br></br><div><h4><p>Ghouls are undead that haunt graveyards and eat corpses.</p><p>Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.</p><p>Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.</p><p>Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.</p><p><b>Ghast</b><br> Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).</p><p><b>Lacedon</b><br> These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends.</p><p>Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.</p></h4></div> 0 0 0 0 0 0 1 channel resistance +2 adult false <div><p>Ghouls are undead that haunt graveyards and eat corpses.</p><p>Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.</p><p>Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.</p><p>Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.</p><p><b>Ghast</b><br> Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).</p><p><b>Lacedon</b><br> These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends.</p><p>Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.</p></div> true 17 19 17 18 18 true Disease Su Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. true Acrobatics 6 Climb 8 Perception 11 Stealth 9 Swim 5 Disguise 8 Fly 8 Intimidate 8 Knowledge 7 Sense Motive 8 Spellcraft 7 true Weapon Finesse true 18 14 14 4 0 0 0 0 4 18
false false
Ghoul (Adv +1) 2 11 11 0 0 true b1c629ef-dc12-475b-a6e2-5ea6912cf356 false false false false 0 1635369755 false 0 0 -1 2147483647 90cb7347-aaa4-4cb8-82ed-f4ef936898ed false false Ghoul Fever disease Ghoul Fever Disease Bite-injury Fort 13 1 1 1 1 1 0 day false 1 day 0 false 1 3 1 1 3 0 Con false 1 3 1 1 3 0 Dex false 2 consecutive saves
The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
false
false false false Ghoul (Adv +1) 2 600 CE Medium undead 4 darkvision 60 ft.; Perception +11 14, touch 12, flat-footed 12 (+4 Dex, +4 natural) 17 (2d8+8) Fort +2, Ref +2, Will +5 4 4 7 30 ft. bite +5 (1d6+3 plus disease and paralysis) 2 claws +5 (1d6+3 plus paralysis) 5 ft. 5 ft. paralysis (1d4+1 rounds, DC 13, elves are immune to this effect) Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14 1 +4 18 Weapon Finesse Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 Common any land solitary, gang (2-4), or pack (7-12) standard This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. PFRPG Bestiary 0 Disease (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear. Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin. Ghast Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes). Lacedon These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends. Lacedons have a base land speed of 30 feet and a swim speed of 30 feet. <link rel="stylesheet"href="PF.css"><div><h2>Ghoul</h2><h3><i>This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.</i></h3><br></br></div><div class="heading"><p class="alignleft">Ghoul</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>CE Medium undead </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +7</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 12 (+2 Dex, +2 natural)</h5><h5><b>hp </b>13 (2d8+4)</h5><h5><b>Fort </b>+2, <b>Ref </b>+2, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>channel resistance +2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>bite +3 (1d6+1 plus disease and paralysis) and</br> 2 claws +3 (1d6+1 plus paralysis)</h5><h5><b>Special Attacks </b>paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 15, <b>Con</b> -, <b>Int</b> 13, <b>Wis</b> 14, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>14</h5><h5><b>Feats </b>Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3</h5><h5><b>Languages </b>Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary, gang (2-4), or pack (7-12)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Disease (Su)</b> Ghoul Fever: Bite-injury; save Fort DC 12; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</h5></div><br></br><div><h4><p>Ghouls are undead that haunt graveyards and eat corpses.</p><p>Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.</p><p>Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.</p><p>Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.</p><p><b>Ghast</b><br> Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).</p><p><b>Lacedon</b><br> These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends.</p><p>Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.</p></h4></div> 0 0 0 0 0 0 1 channel resistance +2 adult false <div><p>Ghouls are undead that haunt graveyards and eat corpses.</p><p>Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.</p><p>Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.</p><p>Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.</p><p><b>Ghast</b><br> Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).</p><p><b>Lacedon</b><br> These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends.</p><p>Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.</p></div> true 17 19 17 18 18 true Disease Su Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. true Acrobatics 6 Climb 8 Perception 11 Stealth 9 Swim 5 Disguise 8 Fly 8 Intimidate 8 Knowledge 7 Sense Motive 8 Spellcraft 7 true Weapon Finesse true 18 14 14 4 0 0 0 0 4 18
false false
Ghoul (Adv +1) 3 22 22 0 0 true cd763705-fc38-4d41-93c0-d50bedfeaec3 false false false false 0 662248184 false 0 0 -1 2147483646 false false Ghoul Fever disease Ghoul Fever Disease Bite-injury Fort 13 1 1 1 1 1 0 day false 1 day 0 false 1 3 1 1 3 0 Con false 1 3 1 1 3 0 Dex false 2 consecutive saves
The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
false
false false false Ghoul (Adv +1) 2 600 CE Medium undead 4 darkvision 60 ft.; Perception +11 14, touch 12, flat-footed 12 (+4 Dex, +4 natural) 17 (2d8+8) Fort +2, Ref +2, Will +5 4 4 7 30 ft. bite +5 (1d6+3 plus disease and paralysis) 2 claws +5 (1d6+3 plus paralysis) 5 ft. 5 ft. paralysis (1d4+1 rounds, DC 13, elves are immune to this effect) Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14 1 +4 18 Weapon Finesse Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 Common any land solitary, gang (2-4), or pack (7-12) standard This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. PFRPG Bestiary 0 Disease (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear. Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin. Ghast Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes). Lacedon These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends. Lacedons have a base land speed of 30 feet and a swim speed of 30 feet. <link rel="stylesheet"href="PF.css"><div><h2>Ghoul</h2><h3><i>This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.</i></h3><br></br></div><div class="heading"><p class="alignleft">Ghoul</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>CE Medium undead </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +7</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 12 (+2 Dex, +2 natural)</h5><h5><b>hp </b>13 (2d8+4)</h5><h5><b>Fort </b>+2, <b>Ref </b>+2, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>channel resistance +2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>bite +3 (1d6+1 plus disease and paralysis) and</br> 2 claws +3 (1d6+1 plus paralysis)</h5><h5><b>Special Attacks </b>paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 15, <b>Con</b> -, <b>Int</b> 13, <b>Wis</b> 14, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>14</h5><h5><b>Feats </b>Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3</h5><h5><b>Languages </b>Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary, gang (2-4), or pack (7-12)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Disease (Su)</b> Ghoul Fever: Bite-injury; save Fort DC 12; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</h5></div><br></br><div><h4><p>Ghouls are undead that haunt graveyards and eat corpses.</p><p>Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.</p><p>Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.</p><p>Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.</p><p><b>Ghast</b><br> Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).</p><p><b>Lacedon</b><br> These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends.</p><p>Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.</p></h4></div> 0 0 0 0 0 0 1 channel resistance +2 adult false <div><p>Ghouls are undead that haunt graveyards and eat corpses.</p><p>Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.</p><p>Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.</p><p>Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.</p><p><b>Ghast</b><br> Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).</p><p><b>Lacedon</b><br> These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends.</p><p>Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.</p></div> true 17 19 17 18 18 true Disease Su Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. true Acrobatics 6 Climb 8 Perception 11 Stealth 9 Swim 5 Disguise 8 Fly 8 Intimidate 8 Knowledge 7 Sense Motive 8 Spellcraft 7 true Weapon Finesse true 18 14 14 4 0 0 0 0 4 18
false false
Ghoul (Adv +1) 4 17 17 0 0 true 8cafe72f-c468-4716-81cc-0a2460ca631f false false false false 0 1541904184 false 0 0 -1 2147483645 cd763705-fc38-4d41-93c0-d50bedfeaec3 false false Ghoul Fever disease Ghoul Fever Disease Bite-injury Fort 13 1 1 1 1 1 0 day false 1 day 0 false 1 3 1 1 3 0 Con false 1 3 1 1 3 0 Dex false 2 consecutive saves
The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
false
false false false Ghoul (Adv +1) 2 600 CE Medium undead 4 darkvision 60 ft.; Perception +11 14, touch 12, flat-footed 12 (+4 Dex, +4 natural) 17 (2d8+8) Fort +2, Ref +2, Will +5 4 4 7 30 ft. bite +5 (1d6+3 plus disease and paralysis) 2 claws +5 (1d6+3 plus paralysis) 5 ft. 5 ft. paralysis (1d4+1 rounds, DC 13, elves are immune to this effect) Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14 1 +4 18 Weapon Finesse Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 Common any land solitary, gang (2-4), or pack (7-12) standard This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. PFRPG Bestiary 0 Disease (Su) Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear. Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin. Ghast Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes). Lacedon These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends. Lacedons have a base land speed of 30 feet and a swim speed of 30 feet. <link rel="stylesheet"href="PF.css"><div><h2>Ghoul</h2><h3><i>This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.</i></h3><br></br></div><div class="heading"><p class="alignleft">Ghoul</p><p class="alignright">CR 1</p><div style="clear: both;"></div></div><div><h5><b>XP </b>400</h5><h5>CE Medium undead </h5><h5><b>Init </b>+2; <b>Senses </b>darkvision 60 ft.; Perception +7</h5></div><hr/><div><h5><b>DEFENSE</b></h5></div><hr/><div><h5><b>AC </b>14, touch 12, flat-footed 12 (+2 Dex, +2 natural)</h5><h5><b>hp </b>13 (2d8+4)</h5><h5><b>Fort </b>+2, <b>Ref </b>+2, <b>Will </b>+5</h5><h5><b>Defensive Abilities </b>channel resistance +2</h5></div><hr/><div><h5><b>OFFENSE</b></h5></div><hr/><div><h5><b>Spd </b>30 ft.</h5><h5><b>Melee </b>bite +3 (1d6+1 plus disease and paralysis) and</br> 2 claws +3 (1d6+1 plus paralysis)</h5><h5><b>Special Attacks </b>paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)</h5></div><hr/><div><h5><b>STATISTICS</b></h5></div><hr/><div><h5><b>Str</b> 13, <b>Dex</b> 15, <b>Con</b> -, <b>Int</b> 13, <b>Wis</b> 14, <b>Cha</b> 14</h5><h5><b>Base Atk </b>+1; <b>CMB </b>+2; <b>CMD </b>14</h5><h5><b>Feats </b>Weapon Finesse</h5><h5><b>Skills </b>Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3</h5><h5><b>Languages </b>Common</h5></div><hr/><div><h5><b>ECOLOGY</b></h5></div><hr/><div><h5><b>Environment </b> any land</h5><h5><b>Organization </b>solitary, gang (2-4), or pack (7-12)</h5><h5><b>Treasure </b>standard</h5></div><hr/><div><h5><b>SPECIAL ABILITIES</b></h5></div><hr/><div><h5><b>Disease (Su)</b> Ghoul Fever: Bite-injury; save Fort DC 12; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.</h5></div><br></br><div><h4><p>Ghouls are undead that haunt graveyards and eat corpses.</p><p>Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.</p><p>Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.</p><p>Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.</p><p><b>Ghast</b><br> Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).</p><p><b>Lacedon</b><br> These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends.</p><p>Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.</p></h4></div> 0 0 0 0 0 0 1 channel resistance +2 adult false <div><p>Ghouls are undead that haunt graveyards and eat corpses.</p><p>Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear.</p><p>Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough.</p><p>Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These "civilized" ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.</p><p><b>Ghast</b><br> Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes).</p><p><b>Lacedon</b><br> These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends.</p><p>Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.</p></div> true 17 19 17 18 18 true Disease Su Ghoul Fever: Bite-injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A 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 abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. true Acrobatics 6 Climb 8 Perception 11 Stealth 9 Swim 5 Disguise 8 Fly 8 Intimidate 8 Knowledge 7 Sense Motive 8 Spellcraft 7 true Weapon Finesse true 18 14 14 4 0 0 0 0 4 18
false false