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Ghoul, Vapour

by Jamie Baty

AC9 88
Medium Undead (Incorporeal)
Hit Dice: 3d12 (19 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 40 ft. (8 squares)
Armour Class: 17 (+4 Dex, +3 Deflection), touch 17, flat-footed 13
Base Attack/Grapple: +1/+1
Attack: Touch +1 melee (touch) (1d4 + Int Drain + Mind Haze)
Full Attack: Touch +1 melee (touch) (1d4 + Int Drain + Mind Haze)
Space/Reach: 5 ft./5 ft.
Special Attacks: Intelligence drain, mind haze
Special Qualities: Darkvision 60ft., turn resistance +2, undead traits
Saves: Fort +1, Ref +5, Will +5
Abilities: Str -, Dex 19, Con -, Int 15, Wis 14, Cha 16
Skills: Concentration +6, Hide +10, Intimidate +12, Listen +10, Spot +13
Feats: Alertness, Improved Initiative
Environment: Any land
Organisation: Solitary, or Cluster (2-5)
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 4-6 HD (Medium); 7-9 HD (Large)
Level Adjustment: -

A thick fog starts to envelope you, and your mind begins to cloud. A ghoulish shape forms within the mist...

Vapour ghouls form in areas of strife where the vapours are heavy. They cannot stray far from their spot of origin, but need not remain in contact with it. In appearance they are similar to wraiths, but their mist-shrouded forms are hard to discern clearly.

Combat
Vapour ghouls are hard to discern, and often adventurers won't know vapour ghouls are present until party members are within the haze and being attacked.

Intelligence Drain (Su): Each successful touch attack drains the victim of 1 point of intelligence.

Mind Haze (Su): Any victim hit by the vapour ghoul's touch attack must make a will save vs DC 14 (Cha based) or enter into a mind haze. Creatures under the effect of the mind haze will continue his or her present activity until the haze wears off in 2-8 rounds. This haze leaves the character flat-footed.

Turn Resistance (Ex): A vapour ghoul has +2 turn resistance.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.

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.