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Feral Ghoul

Feral Ghoul

“It was once like the others—starving, filthy, crawling. Now it charges, it rips, it climbs. Something in the flesh... remembered.”
Roaming Monster – Undead (Mutated Ghoul)
Category:
Corpse-Eater Mutant
Threat Level: High
Group Size: Solo only


Stat Block

MWSBSSTWIALd
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Equipment

  • Mutated Claws & Maw
  • Counts as dual hand weapons
  • +1 Attack (total 3 attacks)
  • On a natural 6 to wound, the attack ignores armor
  • No armor

Special Rules

Undead

  • Immune to psychology, poison, and All Alone
  • Causes Fear

Loping Predator

  • Always charges 6" + D3" instead of the standard 8" charge
  • Ignores movement penalties from rubble, corpses, and shallow water

Savage Mutation

  • If the Feral Ghoul hits with all three attacks in one combat phase, it immediately makes one additional bite attack (Strength 3, single hit, cannot be parried)

Carrion Frenzy (Improved)

  • If the Feral Ghoul ends its turn within 1" of a corpse or stunned model and is not in combat, it may feed:
  • Next turn it gains +1 Strength and +1 Attack (instead of just Initiative)
  • Bonus lasts until end of next round
  • May only trigger once per game

Wall-Climber

  • Unlike regular ghouls, Feral Ghouls can climb vertical surfaces and leap gaps up to 4"
  • Treats all terrain as passable unless clearly impassable

Death Roar (once per battle)

  • Instead of attacking, the Feral Ghoul may emit a deafening, feral scream
  • All models within 6" must take a Leadership test or suffer -1 WS and -1 Initiative until the end of their next turn
  • Undead and Possessed are unaffected

Behavior (AI Table – Optional)

D6Behavior
1–2Lurks and climbs nearby terrain, waiting for movement.
3–4Charges nearest living model within 8".
5If within 3" of a corpse, feeds instead of attacking to trigger Carrion Frenzy.
6Uses Death Roar if 2+ enemies are within range, otherwise charges.

Encounter Hooks

  • Found deep beneath Mordheim—crypts, cathedrals, or The Rock.
  • May be awakened after a ritual gone wrong or when multiple ghouls are killed in a short time.
  • Some believe necromancers use Feral Ghouls to punish betrayal—sending them after former allies.
  • A wounded Feral Ghoul might retreat into sewers, leading warbands to a lair of greater horrors.

Children

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