Ghoul, Keran (3.5e Template)

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Ghoul[edit]

A humanoid which feasted upon the flesh of a ghoul or been afflicted with Ghoul Fever.

Upon turning into a Ghoul a creatures flesh goes pale, it loses all its hair, its eyes turn blood shot, and all its senses are empowered. Its hands become claws and there teeth can tear a chunk out of even the most armored warriors.

Sample Ghoul[edit]

Here is a sample Ghoul using a level two Threat Karmainian as the base creature.

Size/Type: Medium Undead (Unliving)
Hit Dice: 2d12 (13 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: +2/+3
Attack: Bite +3 melee (1d6+1 plus paralysis)
Full Attack: Bite +3 melee (1d6+1 plus paralysis) and 2 claws +1 melee (1d3 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul Fever, Mighty Blow 4/Day, Paralysis
Special Qualities: Darkvision 60 ft., Fearless, Numb +1, scent, +2 turn resistance
Saves: Fort +4, Ref +4, Will -1
Abilities: Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 10
Skills: Climb +5, Hide +5, Jump +5, Listen +2,Move Silently +5, Search +2, Sense Motive +2, Spot +5
Feats: Multiattack
Environment: Any
Organization: Solitary, gang (2–4), or pack (7–12)
Challenge Rating: 1
Treasure: None
Alignment: Usually chaotic evil
Advancement: By charcater class
Level Adjustment: +1


Fearless (Ex): This ghoul doesn't flinch and is never scared, no matter what they are faced with. This Ghoul is immune to all fear effects.

Ghoul Fever (Su): Disease—bite or ingestion, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

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 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.

Mighty Blow (Ex): Four times per day, this ghoul may declare any single melee attack he makes to be a 'mighty blow'. A mighty blow is treated as a normal attack in all respects, except for the fact that it deals untyped bonus damage equal to the ghouls Strength modifier, this bonus damage stacks with the normal damage that would be derived from the threats Strength score. This ghoul may declare multiple attacks in a single round as mighty blows, but he cannot gain the benifit of a mighty blow more than once on a single attack.

Numb (Ex): As this Ghoul grows more accustomed to battle, he begins to grow unfeeling, and numb to the things that seek to kill him. This Ghoul gains a +1 resistance bonus to his Fortitude save and a +1 enhancement bonus to his natural armor. These bonuses are already added to the statistic block.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based.

Creating a Ghoul[edit]

"Ghoul" is an acquired template that can be added to any Humanoid, or Monstrous Humanoid creature (refered to hereafter as the base creature).

A Ghoul has all the base creature's statistics and special abilities except as noted here.

Size and Type[edit]

The creature’s type changes to Undead and gains the Unliving subtype. Do not recalculate base attack bonus, saves, or skill points gained by class levels. Size is unchanged.

Hit Dice[edit]

Increase racial Hit Dice are changed to d12s.

Armor Class[edit]

A ghoul has a +2 natural armor bonus to Armor Class, or the base creature’s natural armor bonus, whichever is better.

Attack[edit]

A ghoul gains a primary bite attack and two secondary claw attacks, unless the base creature already has a Bite attack or Claw attacks.

Full Attack[edit]

A Ghoul fighting without weapons uses its natural weapons. If armed with a weapon, it usually uses the weapon as its primary attack along with a bite as a natural secondary attack.

Damage[edit]

The Bite Attack gained by a Ghoul deals either 1d6 damage (if medium sized) or 1d4 (if small sized). The Claw attack gained by a Ghoul deals either 1d3 damage (if medium sized) or 1d2 (if small sized).

Special Attacks[edit]

A ghoul retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 ghoul’s HD + ghoul’s Cha modifier unless otherwise noted.

Ghoul Fever (Su): Disease—bite or ingestion, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

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 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.

Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. The save DC is Charisma-based.

Special Qualities[edit]

A lich retains all the base creature’s special qualities and gains those described below.

Darkvision(Ex): A Ghoul gains Darkvision out to 60ft.

Hunter of the Night (Su): A ghoul with 5 or more HD gains fast healing 2 as long as he is in shadowy illumination or darkness.

Scent (Ex): A Ghoul gains the scent ability.

Turn Resistance (Ex): A Ghoul has +2 turn resistance.

Abilities[edit]

Ability scores remain the same.

Skills[edit]

Ghouls have a +2 racial bonus on Listen, Search, Sense Motive, and Spot checks per 5 HD, if a Ghoul has less than 5 HD the bonuses are still +2. Otherwise same as the base creature.

Challenge Rating[edit]

Same as the base creature + 1.

Treasure[edit]

Standard.

Advancement[edit]

By character class.

Level Adjustment[edit]

Same as the base creature +1.


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