[top]GHOUL

Medium (Undead)
CR 1
HP 13, hd2d12
AC 14 (+2 Dex, +2 natural), touch 12, flat-fooded 12
Fort +0, Ref +2, Will +5
Speed 30 ft. (6 squares)
Initiative +2
Spot , Listen
Standard attacks
BAB +1, Grapple +2
Attacks
Full attack: Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)

Skills Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Feats Multiattack
Str 13
Con ?
Dex 15
Int 13
Wis 14
Cha 12
Alignment Always chaotic evil,
Environment Any,
Organisation Solitary, gang (2?4), or pack (7?12)


Ghouls speak the languages they spoke in life (usually Common).

[top]COMBAT

Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.
Ghoul Fever (Su): Disease?bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Conand 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. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul?s bite or claw attack must succeed on a DC 12 Fortutude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
SEE WIKIPEDIA ENTRY: Ghoul

System Reference Document -> List of Creatures (SRD)
 
This article is a D20 reference page
The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast.
 

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