Index: Ghoul

Undead

 

Ghoul

For a creature that you're sure was dead, this thing was oddly fast. Worst yet, it's hands were warped into sharp claws, and it's glowing red eyes unblinkingly followed the position of your heart. It's mouth was foaming with green spittle as it looked hungrier than anything youve ever seen.
  I'm very sorry.  

Statistics

-General-

* = Proficiency
+2
+1
+0
-2
+0
-2
Fortitude Save
Reflex Save
Will Save
+2
+4
+0

-Combat-

  • Armor Class: 14
  • Max HP (+AHP): 18 (+0)
  • Average HP | Formula: 15 (+0) | 1d8+0+10 (+0)
  • Blockstun Breakpoints: 1 HP
  • -
  • Speed: 30 ft
  • Initiative: +4
  • Creature Senses: Darkvision 60 ft
  • -
  • Damage Vulnerabilities: Radiant
  • Damage Reduction: None
  • Damage Resistances: None
  • Damage Immunities: Poison
  • -
  • Condition Immunities: Exhaustion, Frightened, Poisoned, Paralyzed, Unconscious
  • -
  • Doom Abilities: None
  • -Skills-

    • Proficiency Bonus: +1
      • (For all untrained, roll relevant Attribute Scores instead.)
    • Languages: -

    -Other Stats-

  • Base Threat Level: 1
  • EXP: 100
  • Creature Size: Medium
  • Creature Type(s): Undead
  • Source(s): Core
  • -
  • Armor Type: None
  • -

    Features

      Ghoul Fever : ~1.0
    A creature struck by the Ghoul's attacks must make a Fortitude save vs a DC of 16 (or 10 + proficiency + CON + 5). If they fail, they gain a lesser Affliction called Ghoul Fever.   While carrying Ghoul Fever, a creature makes another check to the DC. If they critically succeed, the creature is cured of the disease after the next Long Rest. If they succeed, nothing happens, but they still carry the disease. If they critically fail, the disease advanced as stage. A dead creature still carries the disease, but it advances by stage automatically.  
    • Stage 1
    • . Carrier, but has no ill effects.
    • Stage 2
    • . Carrier takes 2d6 Shadow damage at day's start, heals only half as many hit points from healing effects.
    • Stage 3
    • . Carrier takes 3d6 Shadow damage at day's start, and gains no benefit from healing effects. Creature gains the Ghoul's Consume Flesh action. Gains the Undead creature type.
    • Stage 4
    • . Carrier takes 2d6 Shadow damage every Short rest, if they haven't used the Consume Flesh action in the past 24 hours. 4d6 Shadow damage at days' start.
    • Stage 5
    • .If the carrier dies, it rises as a Ghoul at the next stroke of midnight.

     

    Actions

    Attacks | ◈ per, up to 3 a turn
    The Ghoul is a fast, violent, charging creature that will strike at anything it can chase down. It will only chase after living creatures, and will only stoop to consume flesh once it is out of combat.
    Clawing Slash | ◈ | Melee Weapon Attack | +5 to hit | Hit: 7 ( 1d6+4 ) Slashing damage. See Ghoul Fever.
          Consume Flesh : ~0.5 | ◈◈◈
    The Ghoul consumes the flesh of a recently killed creature, regaining 1d6 health per Bulk consumed. The ghoulish creature consumes 1 bulk per turn if they are a medium creature (and 4 times that amount for each size category above that). The creature they consume from must've died in the last day.

    -Tactics-

    The Ghoul is a hungry, ravenous creature whose only purpose is to sate it's undead hunger. Unfortunately, it's cursed to mindlessly wander until it finds something not undead to consume.   The ghoul is the result of a magical disease taking life and spreading as persistently as possible. The real danger of the Ghoul is how this manifests and kills more than any ghoul itself.  

    What Others may know...

    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

    Adventure Specific...

    -Lost Mines of Phandelver-
    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

     
     

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.  

    Loot

    • Appraise DC: 11
     
    • Success
      • Crafting
        • None
    • Critical Success
      • None

    Powered by World Anvil