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Ghoul, Elder

by Jamie Baty

DMR2 48
Medium Undead
Hit Dice: 5d12 (32 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft. (6 squares)
Armour Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+4
Attack: Claw +4 melee (1d4 +2 + paralysis)
Full Attack: 2 Claw +4 melee (1d4 +2 + paralysis) and bite +2 melee (1d6 +1 + paralysis)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Chilling aura, ghoul fever, paralysis
Special Qualities: Darkvision 60ft., Turn Resistance (+4), undead traits
Saves: Fort +1, Ref +4, Will +7
Abilities: Str 15, Dex 17, Con -, Int 15, Wis 16, Cha 14
Skills: Balance +11, Climb +10, Hide +11, Jump +10, Listen +3, Move Silently +11, Spot +11
Feats: Improved Initiative, Multiattack
Environment: Any land
Organisation: Solitary, or Gang (2-5, + 2d6 ghouls)
Challenge Rating: 4
Treasure: None
Alignment: Always chaotic evil
Advancement: 6-10 HD (Medium); 11-15 HD (Large)
Level Adjustment: -

The horror shambling before you looks much like a ghoul...except for the eerie green light slowly creeping towards you.

Elder ghouls are a more powerful form of ghoul. When first encountered, an elder ghoul looks exactly like a normal ghoul.

An elder ghoul will not rush into melee. It will first allow its chilling aura to weaken its opponents before it moves in for the kill.

Chilling Aura (Su): As a free action, an elder ghoul can activate a chilling aura. This aura starts at the elder ghoul's head and expands in radius by 5ft increments each round, to a total radius of 25ft after 5 rounds. Any creature touching or entering the radius must make a will save vs DC16 (Cha based) or suffer a -2 penalty to all attack and damage rolls, skill checks and saving throws for 1d4+1 rounds. A save must be made every round the creature is in contact with the light, but the results are not cumulative.

Ghoul Fever (Su): Disease-bite, Fortitude DC 16, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid that 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 5 Hit Dice or more rises as an elder ghoul.

Paralysis (Ex): Those hit by an elder ghoul's bite or claw attack must succeed on a DC 16 Fortitude save or be paralysed for 1d8+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Turn Resistance (Ex): An elder ghoul adds +4 to its hit dice total when resolving a turn, rebuke, command, or bolster attempt.

Undead Traits: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. It cannot be raised, and resurrection works only if it is willing. The creature has darkvision 60 ft. unless otherwise noted.