Feral Ghoul (Fallout Supplement)

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Feral Ghoul
Size and Type: Medium Humanoid(Human)
Hit Dice: 2d8+8 (16 hp)
Mas: 12
Initiative: +1
Speed: 35 ft
Defense: 14(+1 Dex, +3 Natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+2
Attack: +4 Melee (1d6+1, HtH strike)
Full Attack: +4 Melee (1d6+1, HtH strike), +4 Melee (1d6+1, HtH strike)
Space/Reach: 5 ft by 5 ft/5 ft
Special Qualities: Ghoulification, Radiation Resistance
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 12, Dex 12, Con 12, Int 3, Wis 3, Cha 1
Skills: Hide +5, Listen +5, Move Silently +5, Spot +5
Feats: Alertness
Possessions: 1d2-1 misc items, 1d2-1 medicines
Organization:
Challenge Rating: 1
Allegiances: Ghouls
Advancement: None
Level Adjustment: None

Feral_ghoul-171x400.png

Feral Ghouls are mindless, zombie like mutants who attack any non-ghoul!

Feral ghouls (also known as mindless ghouls or ghoul crazies) are the basic feral ghoul variant, wearing only a pair of tattered shorts and noticeably weaker than standard human opponents, they are easily dispatched with one or two headshots from any decent weapon or a solid hit from a decent melee or unarmed weapon. Despite their shrill noise and remarkable speed, they are only truly a threat when they have the advantage of numbers, or when the player character is at a low level. Some feral ghouls come in different colors as well as different types. The colors are different depending on how the human looked before turning into a feral ghoul. Feral ghouls often cluster together in dark, cool environments, like sub-basement-levels or underground areas, only occasionally leaving their normal hunting grounds for time in the open air. However, the myth that ferals fear light is false. Occasionally, the player may encounter one or two ferals out in the open. Isabella Proud's research seems to confirm that feral ghouls do not fear or avoid light. One prime example is Warrington Trainyard. Another good example is the Mojave Wasteland, where almost all feral ghouls can be found outdoors during the day. Frequently, ferals of all types will wander from place to place, stopping at fallen prey to feed, but will immediately attack any and all non-ghoul creatures they come across. They will often sniff, screech, or lash out at other ferals. Feral ghouls are not very smart but the fact that they seem to move in packs and stay near irradiated areas shows that they have some form of intelligence. However, this may simply be a form of survival instinct.

Combat[edit]

Upon detecting a non-ghoul, most ferals will make a high-pitched gurgle or screech, and set out to search the area. Upon sighting prey, they will often scream once more, alerting any nearby ghouls, and attack. There is no rank or pecking order to these attacks; all attack at the same time in a rampant onslaught. Because of this, in enclosed areas like Vaults, it is very easy to get overwhelmed. Feral ghouls mainly attack with their hands, slashing and smashing in an insane fury. Some feral ghouls can be seen to use weapons, such as the trooper ghouls in Camp Searchlight, likely indicating that they have only gone feral recently.

Ghoulification(Ex): +2 Str, +2 Dex, +2 Con (already factored into stats). Regains 2 HP per radiation level per turn when in irradiated areas not being resisted. Meaning that a Ghoul with a higher radiation resistance must be in areas with higher radiation in order to be healed by it.

Radiation Resistance(Ex): Radiation does not heal at levels 1-4.



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