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|Hit Dice:||2d12 (13 hp)|
|AC:||14 (+2 Dex, +2 natural)|
|Attacks:||Bite +3 melee; 2 claws +0 melee|
|Damage:||Bite 1d6+1 and paralysis; claw 1d3 and paralysis|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Attacks:||Paralysis, create spawn|
|Special Qualities:||Undead, +2 turn resistance|
|Saves:||Fort +0, Ref +2, Will +5|
|Abilities:||Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16|
|Skills:||Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7|
|Feats:||Multiattack, Weapon Finesse (bite)|
|Climate/Terrain:||Any land, aquatic, and underground|
|Organization:||Solitary, gang (2-4), or pack (7-12)|
|Alignment:||Always chaotic evil|
|Advancement:||3 HD (Medium-size)|
CombatParalysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.
Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.)
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
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