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
M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|
6 | 4 | 0 | 4 | 4 | 2 | 4 | 3 | 6 |
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)
D6 | Behavior |
---|---|
1–2 | Lurks and climbs nearby terrain, waiting for movement. |
3–4 | Charges nearest living model within 8". |
5 | If within 3" of a corpse, feeds instead of attacking to trigger Carrion Frenzy. |
6 | Uses 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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