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GhoulThis humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.

Ghoul (CR 2)

XP 600
CE Medium Undead
Init +2; Senses Darkvision 60 ft.; Perception +8

DEFENSE

AC 14, touch 12, flat-footed 12 (+2 dex, +2 natural)
hp 25 [36] (3d8+12)
Fort +5, Ref +3, Will +5
Defensive Abilities Channel Resistance +2
Immune
Undead Traits
Weakness Fire and Holy

OFFENSE

Speed 30 ft.
Melee Bite +5 (1d6+3 plus paralysis), 2 claws +5 (1d6+3)
Space 5 ft.; Reach 5 ft.
Special Attacks Leech, Paralysis (1d4+1 rounds, Fort DC 15), Sickening Breath

TACTICS

During Combat The ghoul starts combat with Sickening Breath unless their hungry then they swarm the closest target. When below 50% health, ghouls tend to use Leech.

STATISTICS

Str 17, Dex 15, Con -, Int 13, Wis 14, Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Power Attack, Toughness
Skills Acrobatics +5, Climb +9, Perception +8, Stealth +8, Swim +6
Language Common

SPECIAL ABILITIES

Critical Attack (Ex)

Once every 1d4 rounds as a standard action, the ghoul can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6+3 x 1.5 for total damage.

Leech (Su)

Once per day, a ghoul can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC 15) or take 2d6 points of shadow damage and the ghoul is healed for that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).

Sickening Breath (Su)

A ghoul can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save (DC 15) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).