Library / Bestiary

Ghoul

CR 1.00 Undead CE Medium HD 2
This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.

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 well-laid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin.

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).

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.

HP
13 (2d8+4)
AC
14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
Init
+2
Speed
30 ft.
Fort
+2
Ref
+2
Will
+5
BAB
+1
CMB
+2
CMD
14
Melee
bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 plus paralysis)
Defensive Abilities
channel resistance +2
str
13
+1
dex
15
+2
con
-
int
13
+1
wis
14
+2
cha
14
+2

Weapons: Simple

paralysis (1d4+1 rounds, DC 13, elves are immune to this effect)

Universal Monster Rules

Channel Resistance (+2) Ex from Universal Monster Rule
A creature with this special quality (usually an undead) is less easily affected by channel energy. A creature with channel resistance adds its listed bonus on saves to resist the effects of channel energy, including effects that rely on the use of channel energy (such as the Command Undead feat).
Paralysis (1d4+1 rounds, DC 13, elves are immune to this effect) Ex from Universal Monster Rule
This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can usually resist it with a Fortitude saving throw (DC 10 + 1/2 the paralyzing creature's racial HD + the paralyzing creature's Con modifier; the DC is given in the creature's description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. The duration of the paralysis varies and is included in the creature's description.

Feats, Traits & Items

Weapon Finesse from Feat

With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3

Details
Type
Undead
Alignment
CE
Size
Medium
Environment
any land
Organization
solitary, gang (2-4), or pack (7-12)
Treasure
standard
Senses
darkvision 60 ft.; Perception +7
Languages
Common
Source
Bestiary
Source

Bestiary

Attribution

Seeded catalog content, attributed to Paizo Inc. by catalog provenance — not an individual Open Game License attestation. Licensing for reproduced SRD content is covered by the site's Section 15 register.

Sources Used in This Record
1 House/Core
View references and cross-links for Ghoul

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