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Agarat

CLIMATUTERRAIN: Any land as well (20% chance for ld4 ghasts).


FREOUENCY: Very rare In any pack, one agarat leads the others. The leader may be
ORGANIZATION: Pack the oldest or the strongest-a creature that has cowed others
A c m CYCLE: Night into submission. Should this leader be slain or choose to flee,
DIET: Scavenger the others soon follow suit. Any ghouls in their company may
INTELLIGENCE Low (7) not follow, however. Ghouls who stay behind occupy opoo-
TREASURE: R (B,V nents who might othenuise pursue the agarats.
ALIGNMENT: Chaotic evil
No. APPEARING: Id8 Ecology: Agarats sometimes serve as the henchmen for a more
ARMORCuss: 4 powerful undead creature such as a lich or-vampire, which
MOVEMENI: 9 rewards its minions with a steady supply of corpses.
HITDICE: 4+3 No one knows how these creatures came into being. Fortu-
THACO: 15 nately, encounters with agarau are extremely rare now. Histo-
NO. OF AXACKS: 3 ries and chronicles speak of times when many more were
DAMAGEIATTACK: ld3 (daw)/ld3 (daw)/ld3 (bite) seen-close behind wars, disease, and famine. At such times,
SPECIALAXACKS: Scream the graveyards were packed with corpses, the agarat’s food.
SPECIALDEFENSES: See below
MAGICRESISTANCE: Nil Greater Agarat
SIZE: M (5’-7’ tall) Very rarely encountered, the greater agarat is even more powerful
MORALE Fearless (20) than the common type. It boasts 8+6 Hit Dice, has an Armor
XP VALUE: 975 Class of 0, and cannot be harmed by weapons of less than +2
enchantment. Its saeam drains two levels, it has the paralyzation
The agarat is a hideous undead creature that resembles a ghoul abilities of aghast, and all of its attacks diet ld6 points of dam-
-recognizably humanoid, but gaunt and disfigured into a crea- age. Its carrion stench gives those who fail a saving throw vs. poi-
ture of darkness. Its tongue is long and rough, and well adapted son a -2 penalcy to their attack rolls. A greater agarat has a much
to scouring flesh and marrow from bones. Its teeth are long and higher Intelligence rating than a common agarat (11 to 14).
sharp, and its nails have lengthened and strengthened into Rumors hold that somewhere exists at least one greater agarat
claws. An agarat exudes a carrion stench like aghast, though with maximum Intelligence and the powers of a 5th-levelwizard.
the ghast’s odor is stronger. The greater agarat is tumed as a “special”creature.
While it looks like a ghoul and smells like aghast, an agarat’s Any group of 8 agarats is 10% likely to be led by a greater
sound sets it apart. It emits a blood-curdling, energy-draining agarat. In this case, the pack also indudes 2d12 ghouls and pos-
scream, which is its most powerful weapon in combat. sibly 2d4 ghasts (50% likely).

Combat: This creature lacks the ghoul’s fearsome ability to


paralyze with its touch. However, the agarat’s scream is even
more powerful. The creature can scream once per turn. All
within 20 feet of an agarat must make a successfulsaving throw
vs. spell (adjusted for Wisdom), or suffer a temporary, one-level
energy drain.
This effect is generally the same as that caused by other
energy-draining undead, such as vampires and spectres, but it
lasts only ld4 turns. After that time has elapsed, surviving char-
acters regain lost levels. The scream effects are cumulative; any
creature temporarily drained of all life energy falls unconscious
and cannot be awakened for 2d6 turn.
Like most undead, the agarat is immune to sleep, charm, and
hold spells. Further, it can be hit solely by cold iron or magical
weapons. An agarat is tumed as a spectre.
Agarats often lead packs of ghouls in combat with mortals.
While ghoulish claws make direct attacks on tender, living flesh,
the agarats hang back and scream. The baleful influence of the
agarats prevents the ghouls from being turned unless the result
is sufficient to turn the agarats also. The ghouls flee first.

HabitaUSociety: Like ghouls, agarats haunt the dark places of


death-graveyards, mausoleums, chamel houses, and more grue-
some sites, such as the secret burial grounds of massacres. There
they feed on rotting corpses. Agarats favor crude strategies to
overcome their victims, or to search for carrion on which to feed.
In wilderness areas or ruins, agarats are most often found
amongst packs of ghouls (60% chance), with perhaps twice as
many ghouls as agarats. Ghasts are sometimes in their company

Monstrous ~ 30 ~ Collection
Agarat II(G. Morris, T. Kirby)
Climate/Terrain: Any land
Frequency: Very rare
Organization: Pack
Activity Cycle Nocturnal
Diet: Carnivore
Intelligence: Very
Treasure: B
Alignment Chaotic evil
Number Appearing: 1-8
Armor Class: 4
Movement: 9"
Hit Dice: 4+3
THAC0 16
Number of Attacks: 3
Damage/Attack: 1-3X3
Special Attacks: Scream
Special Defenses: Iron or magic weapons to hit,
undead immunities
Magic Resistance: Standard
Size: M
Morale: Steady
XP Value: 280+5/hit point
Agarats are related to Ghouls and Ghasts, and are often encountered among packs of their cousins. They
are distinguished from Ghouls by their blood-curdling screams and inability to paralyze. They are turned
as Spectres.
The scream of an Agarat is its most feared attack, causing all within 20 feet to save versus spells or suffer a
temporary one level energy drain lasting 1-4 turns. After this time, characters who are still alive regain their
lost level(s). While Agarats can only scream once per turn, the effects of multiple screams are cumulative.
Creatures temporarily drained of all life energy fall unconscious and cannot be awakened for 2-12 turns.
Agarat Greater II
Climate/Terrain: Subterranean, Ruins
Frequency: Very Rare
Organization: Solitary (See Below)
Activity Cycle Nocturnal
Diet: Carnivore
Intelligence: High(13)
Treasure: B
Alignment Chaotic Evil
Number 1
Appearing: Armor 0
Class: Movement: 9"
Hit Dice: 8+6
THAC0 12
Number of Attacks: 3 + Special (2 claws/1 bite + scream)
Damage/Attack: 1d6/1d6/1d6
Special Attacks: Scream (See below), Stench
Special Defenses: +2 or better weapon to hit, undead immunities
Magic Resistance: Standard
Size: M
Morale: Fearless (20)
XP Value: 2,650 + 12/hit point
Very rarely encountered, the Greater Agarat is even more powerful than the common type. It cannot be harmed by
weapons of less than +2 enchantment. It can scream once per turn; anyone within 20' must save vs. spells or lose
two levels for 1d4 rounds. Anyone whose level drops to 0 will fall unconscious and cannot be awakened for 2d6
turns. Any creature struck by a Greater Agarat's claws must save vs. paralyzation or be paralyzed for 1d6+4 rounds.
The Greater Agarat gives off a carrion stench; those within 20' who fail a saving throw vs. poison suffer a -2 penalty
to their attack rolls. The Greater Agarat is turned as a "special" creature. Any group of 8 Agarats is 10% likely to be
led by a Greater Agarat. In this case, the pack also includes 2d12 Ghouls.
Ape, Crypt
Climate/Terrain: Ruins, Underground
Frequency: Rare
Organization: Solitary or Pair
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1-2
Armor Class: 4
Movement: 12"
Hit Dice: 5+4
THAC0: 15
Number of Attacks: 3
Damage/Attack: 1D6/1D6 (Claws)/1D8 (Bite)
+ special,
Special Attacks: Howl, paralyzation
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: L
Morale: Fearless (20)
XP Value: 815 +6/hit point
The Crypt Ape is an especially horrifying type of undead creature which makes its home among the ruins of
long­dead cities and deserted temples. These shambling monsters are said to be the transformed souls of bestial
humans who consumed the flesh of other sentient beings during their lifetimes. For this transgression, they are
doomed to spend eternity as crypt opes, feeding on the dead. However, they will not refuse warm flesh if it
presents itself to them, such as in the forrn of foolhardy adventurers Evil cults will often erect their temples near
a Crypt Ape lair as a method of disposing of sacrificial remains.
Crypt Apes stand about 6 feet tall when erect and weigh approximately 500 to 800 lbs. Their flesh is a purplish
shade of grey and their bodies are covered with a thick, mangy pelt of filthy. yellowed fur. Twin yellow canines
jut from a Crypt Ape's upper lip and their massive hands sport razor-sharp talons.
Due to the unsanitary nature of the Crypt Ape's environment, the saliva as well as the grimy claws of the
creature are extremely toxic. Adventurers bitten or clawed by the beast must Save vs. Poison or be paralyzed for
3-8 rounds. However, adventurers may avoid encountering a roving Crypt Ape since the overpowering carrion
stench of the beast usually precedes it by at least a hundred yards. It is also some small comfort to know that
Crypt Apes are solitary creatures and no more than two will be encountered at any given time. Once a Crypt
Ape has made a kill, it will drag the corpse into the depths of its lair, ignoring all other potential prey.
SPECIAL NOTE: Clerics may turn Crypt Apes using the some values given for turning Wights. A Paladin's Holy
Sword inflicts double damage on these monsters
Howl-When the Crypt Ape gives voice to this bone-chilling sound. all characters within 50 yards of the creature
must roll their Wisdom x 5 or less on D100. Any character who foils this roll will become disoriented, suffering
the effects of a Confusion spell, with the wander usually toward the Crypt Ape's bone-crushing embrace. As
undead Crypt Apes are immune to Sleep, Charm, Poison, and Paralysis.
Archghoul
Climate/Terrain: Any Outdoor, any underground
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average to Genius
Treasure: E in lair (G King)
Alignment: Chaotic Evil
Number Appearing: 2D10, 10D10 in lair
Armor Class: 2
Movement: 12”
Hit Dice: 4-5 (7-9 Commander, 10-12 Lord,
15 King)
THAC0: 16 (12 Commander, 9 Lord, 6 King)
Number of Attacks: 3
Damage/Attack: 1D8 (Bite), By weapon +2, Scream
(See below)
Special Attacks: Scream
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Fearless (20)
XP Value: 815+5/hit point
(2,900+12/ hit point Commander,
6,500+16/hit point Lord,
13,100+20/hit point King)
Looks much like a hairless baboon with leprous white flesh. The speed given is for archghouls moving on all
fours, if it moves using only it’s legs then its speed is halved.
The Archghoul's scream has a 30% chance of causing paralysis in any creature withing 40’ which lasts three
melee rounds. Werewolves and elves are immune to this effect and elves can completely negate it by
touching any paralyzed victim.
For each fifteen archghouls, there is a Commander who ranges from 7 to 9 hit dice and who has magic spells
equal to a fifth level mage. Each Commander also has a 5% chance per hit die of having a magic weapon or
ring but not magic amor.
For each 30 archghouls, there is an archghoul Lord who has 10 to 12 hit dice and a 5% chance per hit die of
having a magic weapon, a magic ring and a staff or wand or rod. He also has the magic abilities of s fifth
level magic user. Archghoul Lords deal an additional +1 on damage from all their attacks.
If an archghoul lair has over 60 archghouls the lair will have am archghoul King. An archghoul King as 15
hit dice and casts spells as an eighteenth level magic user. An archghoul King will always have a magic
weapon and two magic rings as well as his personal treasure of type G. Archghoul kings deal an additional
+6 on damage from all their attacks.
Archghouls and werewolves attack each other on sight.
As undead archghouls are immune to Sleep, Charm, Poison, and Paralysis.
Asanbosam
Climate/Terrain: Any land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: H, S
Alignment: Chaotic evil
Number Appearing: 1d6
Armor Class: 5
Movement: 10”
Hit Dice: 3+1
THAC0: 18
Number of Attacks: 2
Damage/Attack: 1d6 (Claws)/1d6 (Bite)
Special Attacks: Constriction
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Medium
Morale: Elite
XP Value: 230+4/hit point
Asanbosams are ghouls from Ashanti folklore. They are covered in thick, black hair, bloodshot eyes, iron teeth and
iron hooks for feet that allow them to hang from branches.
Asanbosams are often found in the vicinity of graveyards, or haunting well-traveled roads at night. The monsters
hang upside down in the branches of trees, waiting for unsuspecting folks to walk beneath them. The Asanbosam
then drops on their prey.
If an Asanbosam hits a foe with a claw attack, it hooks them and inflicts automatic claw damage each round from
constriction until pried off with a bend bars/lift gates check. Bite attacks against a hooked victim are at +4.
As undead Asanbosam are immune to Paralyzation, Poison, Sleep and Charm.
Special Qualities: Surprise (3 in 6).
Baka
Climate/Terrain: Any land
Frequency: Very rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: C
Alignment: Chaotic evil
Number Appearing: 2-16
Armor Class: 6
Movement: 12"
Hit Dice: 3
THAC0: 18
Number of Attacks: 1
Damage/Attack: 1-8
Special Attacks: Spells
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 165+3/hit point
Baka are the animated undead corpses of members of a secret cannibalistic society. They have gained some
demonic magical powers and have the clerical spells Command and Hold Person. Baka can influence the luck
of their enemies. Anyone fighting a Baka has a -1 to hit, to do damage, and to all saving throws for the
duration of the combat.
Baka are essentially a variety of Ghoul, and clerics have the same chances to turn them as they do Ghouls. Like
Ghouls, Baka are immune to Sleep, Charm, Poison and Paralyzation.
Barbed Woman Harimnago
Climate/Terrain: Any Urban, Underground
Frequency: Rare
Organization: Snag
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average
Treasure: B, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 1-4
Armor Class: 6
Movement: 12”
Hit Dice: 5
THAC0: 16
Number of Attacks: 6 or 2
Damage/Attack: 1D4 (Hair)X6 or 1D4 (Fists)X2 + special
Special Attacks: Paralysis, Entangle, Blade Barrier
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: M
Morale: Average
XP Value: 400+5/hit point
These frightening ghouls appear as lovely women with extremely long hair. Their hair is tipped with barbs, and
can be controlled by the Harionago and used to attack and entangle opponents.
Barbed women usually attack young men. When a Harionago encounters such a man, she laughs at him. If the
young man laughs back, the barbed woman attacks. Otherwise, they leave the man alone. Barbed women always
eat the people they kill.
Barbed women attack with their hair spikes or, if unable to employ them, their fists. Barebe women can choose to
entangle a victim with their hair rather than do damage. If an entangle attack hits the target must make a Bend
Bars/ Lift Gates roll, if the roll is successful the entangle fails. If the Bend Bars/ Lift Gates roll is failed the victim
is entangled, unable to move or attack and can only cast spells with only verbal components. The victim or an ally
can attempt another a Bend Bars/ Lift Gates roll on their turn to escape or the hair strand itself can be attacked,
Armor Class 3, 6 hit points, these hit points are separate from the hit points of the Barbed woman and must all be
dealt by an edged weapon and must be dealt in a single attack. The Barbed woman has many hair strands but can
only control 6 for attacks or entangles in a single round.
Once per day, Barbed women can spin their hair whips about at rapid speed, creating the equivalent of a Blade
Barrier with a 20-ft. diameter. The Barbed woman can keep this up for 4 rounds and can move, but not attack,
while using this ability.
Paralyztion – Any attack of a Barbed woman causes the creature struck to become rigid unless a saving throw
versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest. This will
affect Elves.
As undead Barbed women are immune to Paralyzation, Poison, Sleep and Charm.
Black Annis
Black Annis Her Cat
Climate/Terrain: Any Any (See below)
Frequency: Unique
Unique
Organization: Solitary (See below)
Solitary Nocturnal
Activity Cycle: Nocturnal
Diet: Carnivore
Carnivore Average
Intelligence: Exceptional
Treasure: Nil
I, X Neutral evil
Alignment: Neutral evil 1
Number Appearing: 1 6
Armor Class: 4 18"
Movement: 15" 9
Hit Dice: 11 12
THAC0: 10 3
Number of Attacks: 1 2-8/2-8/2-16
Damage/Attack: 2-12 Nil
Special Attacks: Spells Nil
Special Defenses: Nil 25%
Magic Resistance: 50% L
Size: Fearless (20)
L (10' tall) Nil
Morale: 17-18 (Fanatic)
Psionic Ability: Nil
XP Value: 2,000+16/Hit point 600+12/Hit point

Black Annis is a man-eating hag with a blue face and iron claws. Her cat is a giant cat, larger than a sabre-tooth
tiger, having blue-black fur. While sunlight does neither Black Annis nor her cat any real harm, both of them prefer
darkness and are normally encountered at night or in deep caverns.
Black Annis has the following spells: Darkness 15" Radius, Detect Magic, Dispel Magic, Clairaudience,
Clairvoyance, Dig, Confusion, and Animate Dead. Her cat has three attacks
(claw/claw/bite); Black Annis has only one, which could be either a physical attack or a spell. Black Annis is
sometimes encountered alone, but her cat will be encountered only if the hag is also present. Because Of her close
association with death, Black Annis could be considered an undead spirit seeking living victims. If so, she would
be in the special category regarding turning.
Boggoul
Climate/Terrain: Any Land
Frequency: Very Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic Evil
Number Appearing: 2-5
Armor Class: 6
Movement: 16”/12” Climb
Hit Dice: 6
THAC0: 15
Number of Attacks: 1
Damage/Attack: 1D4 + Special
Special Attacks: Bile (See below)
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: S
Morale: Steady
XP Value: 800+6/hit point

It takes much for a boggoul to spawn, as the boggles they are created from do not easily take to
cannibalism. A boggle usually has to be corrupted by an evil influence to begin down the path that
would turn it into this ghoulish monster, or be transformed by necromantic magic.
Boggouls are a type of ghoul spawning from the mischievous, but generally not malevolent boggles.
They share the same insatiable desire for flesh, but have several curious features, setting them apart
from more common ghouls. For one, boggouls retain their living form’s ability to create dimensional
rifts, through which they can reach otherwise difficult to access places. They also continue to secrete
an oily fluid. This fluid however is corrupted by necrotic essence and no longer assumes the slippery
or sticky consistency it did in life. Instead it harms living creatures. This bilious fluid is the boggoul’s
only way to paralyze prey, as the touch of its claws does not confer the same effect. The boggoul can
also shift the properties of its bile to rot living flesh, making its mere touch deadly. Boggouls use the
paralyzing state of their bile to immobilize prey, before shifting it to its more deadly noxious state to
finish off their helpless targets. They often leave puddles of their paralyzing bile as traps to set up
dangerous ambushes.
Necromancers may create a boggoul if a boggle spawns in their lonely domain and they grow weary of
the fey’s mischief, or if they have some interest in capturing living creatures, as the boggouls create
excellent traps for the purpose.
Boggouls have darkvision out to 60 feet. They take ½ damage from fire and necrotic sources.
Boggoul Bile. The boggoul excretes a bilious fluid from its pores. The boggoul chooses whether the
bile is noxious or paralyzing. It can change the property of its bile from one to another between
rounds.
Noxious Bile: A creature other than an undead, that touches the boggoul takes 2d8 necrotic damage.
Paralyzing Bile: A creature other than an elf or undead, that touches the boggoul must succeed on
a saving throw vs paralyzation or be paralyzed for 10 rounds.
Dimensional Rift: In addition to an attack, once per round, the boggoul can create an invisible and
immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no
bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and
any point within 30 feet of it that the boggoul can see or specify by distance and direction (such as
“30 feet straight up”). While next to the rift, the boggoul can see through it and is considered to be
next to the destination as well, and anything the boggoul puts through the rift (including a portion of
its body) emerges at the destination. Only the boggoul can use the rift, and it lasts until the end of
the boggoul’s next turn.
The boggoul attacks with a single clawing attack. If the boggoul is covered in noxious bile, and the
target is a creature other than an undead, it takes an additional 1d8 necrotic damage. If the boggoul
is covered in paralyzing bile, and the target is a creature other than an elf or undead, it must succeed
on a saving throw vs paralyzation or be paralyzed for 10 rounds.
Bile Puddle: The boggoul creates a puddle of bile that is either noxious or paralyzing (boggoul’s
choice). The puddle is 1 inch deep and covers the ground in the boggoul’s space. The puddle lasts 1
hour.
If the bile is noxious, any creature other than an undead, that enters the puddle’s area or starts its
turn there must succeed on a saving throw vs poison or take 2d8 necrotic damage.
If the bile is paralyzing, any creature other than an elf or undead, that enters the puddle’s area or
starts its turn there must succeed on a saving throw vs paralyzation or be paralyzed for 10 rounds.
Creatures wearing footwear that is completely waterproof automatically succeed on saving throws
against the bile puddle unless its depth reaches past the footwear.
As undead boggoils are immune to Sleep, Charm, Poison, and Paralysis.
Buso
Tigbanua Tagamaling
Climate/ Woods Any
Terrain: Rare Rare
Frequency: Pack Pack
Organization:
Activity Cycle: Nocturnal Nocturnal
Diet: Carnivore Carnivore
Intelligence: Animal Animal
Treasure: Nil Nil
Alignment: Chaotic evil Chaotic evil
Number 1-6 1-6
Appearing: 4 5
Armor Class: 12” (4” Climb) 12” (4” Climb)
Movement:
Hit Dice: 8+2 See below
THAC0: 13 Variable
Number of Attacks: 2 claws/1 bite 2 claws/1 bite
Damage/Attack: 1d6/1d6/1d10 1d4/1d4/1d8
Special Attacks: Fear Aura, Paralyzation Nil
Special Defenses:
Nil Nil
Magic Resistance: Standard Standard
Size: M M
Morale: 10 (Average) 10 (Average)
XP Value:
1,400+12/hit point Variable
Fearsome, ghoul-like creatures, buso were once friendly and helpful to humans, but have since become one of
mankind's deadliest enemies. Tigbanua buso, the most common variety, are exceptionally tall and lean,
having long bodies and long necks which some can twist to see behind them. Their feet are bony and
oversized, and their gnarled fingers end in sharp claws. Their hair is curly and dirty, their noses are flat, and
their mouths are lined with sharp fangs. Filth and grime cakes their pale, leathery skin. All buso have a single
red or yellow eye centered in their heads.
Tigbanua buso radiate an aura of fear with a 10-foot-radius, which automatically paralyzes creatures of less
than 1 HD. Creatures of 1 HD or more must make a successful save vs. paralyzation to avoid this effect.
Victims of the fear aura remain paralyzed as long as they stay within 10 feet of the buso. When they leave the
area, the paralyzation wears off in 3-8 (ld6 +2) rounds. Remove paralysis or a similar spell may also restore
mobility. Not noted for their intelligence, tigbanua buso make crude attacks by leaping at lone travelers and
helpless villagers under the cloak of night. They are extremely ferocious and attack whenever the opportunity
presents itself. They attack with their sharp claws and fangs. The claws of a tigbanua buso transmit a horrible
disease, and all victims of a claw attack must make a successful saving throw vs. death or become infected.
Those infected eventually become tagamaling buso (see below). Though buso resemble ghouls, they are not
undead and are subject to all attack forms, including sleep and charm spells. All weapons inflict normal
damage.
The origin of the tigbanua buso is the subject of much speculation. According to rumor, they once were a
peace-peace-loving race, whose sophisticated civilization sprawled along the southern mountain regions of
Ochalea. Since then, the buso have spread throughout the Known World, with small packs settling near
cemeteries, in desolate forests, and in rocky mountains. Buso have no permanent lairs, roaming from area to
area in search of victims. They collect no treasure.
Buso are insatiable scavengers. They eat the flesh of any humanoid or animal, but consider carrion excavated
from cemeteries to be a delicacy.
Tagamaling: Tagamaling are the unfortunate victims of a Tigbanua buso's claw attack. These victims
become infected with a disease, which may transform them into a ghoulish creature every night.
A Tagamaling buso resembles a somewhat shorter and thicker version of the Tigbanua, lacking the
Tigbanua's long neck and lean body. In most other respects, the Tagamaling is identical to the Tigbanua,
sharing its bony feet, clawed hands, sharp fangs, and single eyeball. Each night after he has been infected,
the victim may become a Tagamaling when the sun sets. The chance is 1% the first night, and increases
by 1% each subsequent night. (On night two, the chance is 2 %; on night 3 it is 3 %, etc.) Once
transformed, the victim becomes savage and mindless, attacking (and devouring) every opponent he can
get his claws on. The Tagamaling has the same Hit Dice and hit points he had before the transformation.
Characters with special abilities, including the use of magic, cannot use such powers when transformed.
Their minds are filled only with rage and animal lusts. Tagamaling buso have sharp claws and teeth like
the Tigbanua, but they cannot inflict disease nor do they radiate a fear aura. A transformed victim
remains in the form of a Tagamaling until dawn, at which time he resumes his normal form. The victim
has no memory of any actions taken as a Tagamaling. Cure Disease or a similar spell can negate this
disease. However, once the disease reaches 100% (i.e., the victim has been infected for 100 consecutive
days), the victim can no longer be cured and automatically assumes his Tagamaling form every night.

Cockroach, Giant Ghoul


Climate/Terrain: Any
Frequency: Rare
Organization: School
Activity Cycle: Nocturnal
Diet: Carnivorous
Intelligence: Non
Treasure: Nil
Alignment: Neutral
Number Appearing: 2d6 (nest 2d100)
Armor Class: 3
Movement: 12"
Hit Dice: 2
THAC0: 19
Number of Attacks: 1
Damage/Attack: 1d6
Special Attacks: Bite causes paralysis (as ghoul) and disease (as giant rat)
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: Small (up to 4' long)
Morale: 5-7 (Unsteady )
XP Value: 20+2/hit point
The process by which a Giant cockroach becomes a Ghoul is unknown, but is thought to be
associated with ancient evil (such as the former site of an evil temple). They can be turned the same
as normal Ghouls.
CHARNEL HOUND
Climate/Terrain: Any Land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Animal
Treasure: C
Alignment: Neutral evil
Number Appearing: 4-16
Armor Class: 6
Movement: 12"
Hit Dice: 3+2
THAC0: 18
Number of Attacks: 1
Damage/Attack: 2-12
Special Attacks: Disease, breath
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: M (4’ high at shoulder)
Morale: Elite
XP Value: 175+4/hit point
These canines have become ghoul-like by a similar process as their once-human brethren. Their transition
into an undead state results in the loss of all fur, leaving behind white corpse-like skin. Their teeth and
jaws have obscenely hypertrophied into perpetually snarling, slavering orifices, and their eyes have
completely regressed, with blank skin where their sockets should be. A Charnel hound hunts through its
keen sense of smell and is completely immune to all spells affecting sight.
A Charnel hound’s bite inflicts 2-12 damage and the victim must save versus poison or suffer from a
rotting disease that kills in 4-24 days unless cured. They cannot paralyze. Once per day, the hound can
also breathe the equivalent of a stinking cloud. All weapons affect charnel hounds, and they are turned as
ghasts. As undead Charnel hounds are immune to Paralyzation, Poison, Sleep and Charm.
Corpsegrinder
Climate/Terrain: Any underground
Frequency: Rare, Uncommon around lots of corpses
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore (Dead)
Intelligence: Animal
Treasure: Nil
Alignment: Neutral
Number Appearing: 1
Armor Class: 5
Movement: 12” surface, 6” burrow soft earth, 4” burrow packed earth, 2” burrow rock
Hit Dice: 22
THAC0: -1
Number of Attacks: 1
Damage/Attack: 5-50
Special Attacks: Swallow
Special Defenses: Nil
Magic Resistance: Standard
Size: L 3' in diameter per each 25 hit points, 1’ in length per each hit point)
Morale: Average (Fanatic if trying to get to a corpse)
XP Value: 13,200+40/hit point
Large worms with gaping lamprey-like mouths filled with concentric rows of, literally, hundreds of needle-sharp
teeth.
Aside from their ability to bore through the ground at a very rapid rate, these nasty creatures also have the ability
to "smell" or somehow sense the presence of putrefying flesh through at least a mile of solid ground! This sense
is exceedingly accurate and very reliable, causing these worms to "pop up" either directly
under a dead body on the surface or right alongside of it.
They have just the one attack, biting an antagonist and "grinding" him in their contra-rotating teeth at the rate of
5-50 points of damage per bite. Any hit 20% over the required score (that is 4 or more over the required number)
or a 100% (die roll of 20) score in any case indicates the creature has swallowed its victim doing the maximum
possible damage on that round and each successive round until the victim is dead, escapes or is rescued. A
swallowed creature may attack the inside of the Corpsegrinder (AC9) with a small weapon that is already in
hand, if they are able to do 40 points of damage they manage to create a hole large enough to escape. A
Corpsegrinder can swallow a creature twice it’s diameter in height.
SPECIAL NOTES: These creatures are not very aggressive and never attack living things unless provoked or
attacked themselves. They cannot cross water (drowning in a very few seconds) and so avoid it totally if they
can. They raid graveyards and burial sites to eat the corpses there (which they take into their maws and grind up
very rapidly). Their "cry" is remarkably like the sound a high speed dentist's drill makes and they can thus be
identified quite readily.
Deathwing (Ghoul Lord)
Climate/Terrain: Any land and Underground
Frequency: Very Rare
Organization: Solitary, Pack (2-4)
Activity Cycle: Nocturnal
Diet: Humanoid Flesh
Intelligence: Exceptional (15)
Treasure: F
Alignment: Neutral Evil
Number Appearing: 1, 2-4
Armor Class: 3
Movement: 12, 20 (fly)
Hit Dice: 9d12 +12
THAC0: 7
Number of Attacks: 2(Claws) or 1(Talons)
Damage/Attack: 1d8+2(Claws) or 4-24(Talons)
Special Attacks: Spell-Like Powers, Swooping,
Face-To-Face Attack
Special Defenses: Undead, +2 Or Better Weapon
To Hit
Magic Resistance: Nil
Size: L (12’ tall)
Morale: Fearless (20)
XP Value: 12,600
The most feared and oft undescribed of the ghouls is the dreaded Deathwing, or Ghoul
lord. These undead creatures hunt the open countryside at night using their incredible low-light
vision to spot unwary travelers alone, or perhaps snatch a villager who wanders too far from his
home. Very few have seen a Deathwing, since they often strike silently and invisibly. Against
the night sky they look like little more than a dark mass blotting out stars with their huge leathern
wings. However, unless they are invisible, their eyes give them away, burning hotly with a
malevolent fire far brighter than their ghoulish cousins. Up close, the Deathwing is jet black,
with horns at the joints of its major appendages. It head is a leathern skull topped with a cluster
of five horns that jut in all directions. The Deathwing's lower body is covered with thick, black
hair and its feet are much like a bird's, with foot-long sharpened talons that click on the floor
when this horror walks on foot. The wings of a Deathwing are each 20 foot long when fully-
extended, but can fold against its back tightly when engaged in melee.
For some strange reason, Deathwings are afraid of dogs, and will never attack anyone within 60
feet of a canine creature (which includes gnolls). Villagers in Deathwing populated areas will
often travel with more than a few hounds.
A Deathwing lair is typically a cave, where they rest on high perches in a state of stasis during
daylight hours. Their treasure is usually heaped in greedy piles on the floor, and if the treasure is
disturbed, the Deathwing will come alive and swoop down on the would-be thieves.
Deathwings consume human flesh like their lesser ghoul cousins, but they are patient enough to
wait until combat is over to begin their gruesome feast. Deathwings cannot be created, but rather
they are the result of a ghoul who has feasted on countless human beings, and is awarded the
station of Deathwing through worship and sacrifice of consumed victims to some unknown dark
god.
Combat:
Deathwings are amazingly fast combat veterans, and make decisions very quickly when it
comes to combat strategy. Their favored attack method depends on the circumstances, but as a
rule, if the combat area is open, the Deathwing will prefer to use its fly-by attack with its hind
talons (the Deathwing cannot use claws to attack opponents on the ground when in flight) to lift
an opponent off the ground. If in close quarters, the Deathwing will strike with its two claws, to
try to hold an opponent and employ the face-to-face attack.
Spell-like powers - Deathwings can employ the following spells, usable thrice per day as a fifth
level Magic User or Cleric: Invisibility, Magic Missile, Animate Dead, Detect Magic
Swooping - Deathwings enjoy swooping down on unwary travelers from the air. A swoop
attack from one of these creatures is a combination of the Deathwing's fly-by attack and its hind
talons. The Deathwing can swoop toward an opponent, attack with its talons, and fly the
remaining distance of its move during a single round. If the Deathwing so chooses, it can
forego the swoop maneuver to grab an opponent with its hind talons. On the following round, an
opponent grabbed can be lifted up to 50 feet in the air and dropped as a single action. A
Deathwing can lift up to 150 lbs as a light load.
Face-to-face attack – If the Deathwing is able to score a hit on a single opponent with both
claws in a single round it has grabbed that opponent. After a successful grab, the Deathwing can
employ it’s face- to-face attack as a free action. The Deathwing brings the opponent's face near
its own, and its malevolent hatred for the living immediately becomes manifest in the form of a
supernatural attack of varying effects, as determined below (roll 1d8 to determine which effect):
1. Charmed (Save versus spell to avoid)
2. Lose one level (Save versus death to avoid)
3. Vomit contact poison (2-40, Save vesus poison for ½ damage)
4. Neck bitten (2-20 damage, leaves a black scar)
5. Flames from eyes (5d6 damage, Save vesus spells for ½ damage)
6. Acid vomit (5d6 damage, Save vesus spells for ½ damage)
7. Cold breath (5d6 damage, Save vesus spells for ½ damage)
8. Electricity from eyes (4d6 damage, Save vesus spells for ½ damage)
Once the face to face attack is completed, the Deathwing will release the victim, eager to grab
another opponent (or the same, if the only available) in the next combat round. The Deathwing
can only perform one face-to-face attack per hold.
Unnatural Aura - Wild and domesticated animals can detect the presence of a Deathwing up
to 60 feet, and will panic if they are forced to remain within this range. Dogs and other canines
can detect the Deathwing, but are not affected by the panic.
Undead qualities - Immune to mind influencing effects, poison, sleep, paralysis, stunning and
disease. Immune to critical hits, subdual damage, ability damage, energy drain and death from
massive damage.
Bless susceptibility - The Achilles heel of the Deathwing is its susceptibility to weapons that
are blessed. If a weapon that is blessed by a divine spellcaster of at least 5th level strikes a
Deathwing, it suffers full damage (even if non-magical or a +1 weapon) and
AUTOMATICALLY scores a critical threat. If the weapon rolls a number high enough to score
a critical threat normally, then the potential critical damage is QUADRUPLED. Critical hits
scored by non-blessed weapons are discounted.
Sunlight powerlessness - A Deathwing cannot attack and can only perform partial actions if
caught in sunlight, and will immediately flee if it is exposed to this environment. Also, all
supernatural and extraordinary powers are lost as long as sunlight touches the Deathwing's
body.
Esjebrackus, King of the Ghouls (Demon Lord)
Climate/Terrain: The Abyss
Frequency: Unique
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Exceptional (15-16)
Treasure: H
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: -3
Move: 16"
Hit Dice: 88 Hit Points (16+ Hd)
THAC0: 5
Number Of Attacks: 1
Damage/Attack: 4-16 (4d4) Or 1-10 + Special
Special Attacks: See Below
Special Defenses: See Below, +1 Or Better To Be Hit
Magic Resistance: 60%
Size: L (8' Tall)
Morale: Fanatic (17-18)
XP Value: 50,000
Esjebrackus resembles a 10' Ghoul when found in natural form. However, he is usually found
polymorphed into some grotesque inhumanoid creature (along the lines of a slime), and only
enters normal form at the start of combat.
Combat: Esjebrackus, King of the Ghouls, vassal of Yeenoghu, spawn of Orcus, is one of the
mightiest of demon lords. As king of the Ghouls, he is always attended by 33 Ghouls of
maximum hit points, and is capable of summoning an additional 2-20 once per day. Moreover,
any ghouls in his presence are impossible to turn.
Esjebrackus fights with his Morning Star, a chaotic evil magical weapon of extraplanar origin
that is +3 to hit and does 4-16 points per hit. He is as strong as an ogre, and should he choose to
fight unarmed he does 1-10 points of damage with his claws, plus the ability to paralyze an
opponent. Unlike normal ghouls however, the save is made at -2, and it is fully functional
against elves. Moreover, Esjebrackus has the following spell like powers usable once per round
as applicable: Darkness (10' radius), Telekinisis (8000 gp weight), Invisibility, Charm Person,
Hold Person, Detect Invisiblity, Detect Good, Fear (as per wand), Blight, Polymorph Self,
Phantasmal Killer (once per day), Dispel Magic (as a 15th level magic user), Confusion (1
time/day), Cause Critical Wounds (3 times/day).
Habitat: His progenitor, Orcus, and he share a great enmity, and Orcus seeks his offspring's
destruction. The Ghouls no longer worship the Lord of the Undead, and this is not forgotten by
Orcus. Esjebrackus is young as demon lords go and Orcus fears that one day, all the undead
will be worshiping this usurper. Yeenoghu, is delighted to cause his rival such stress by forging
an alliance with his son. Esjebrackus simply waits.
Froghoul
Climate/Terrain: Any water, swamp, marsh or underground
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Semi
Treasure: None
Alignment: Chaotic evil
Number Appearing: 2-12
Armor Class: 6
Movement: 12”/12” Swim
Hit Dice: 5+5
THAC0: 16
Number of Attacks: 1
Damage/Attack: 2D8+3 (Bite), 1D8+3
(Tongue)
Special Attacks: Paralyzation
Special Defenses: Undead Immunities, ½
damage necrotic
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 725+6/hit point

This creature resembles a monstrous frog with grayish skin and a mouth full of teeth.
Leaping - The Froghoul can leap its full movement and attack or attack and leap it’s full movement away.
Neither of these actions allow opportunity attacks. The Froghoul cannot leap if it has a Medium sized or larger
creature grappled by its tongue or a Medium sized creature swallowed.
The Froghoul can attack with either a bite or its tongue.
Bite - The Froghoul has a +4 bonus to hit on this attack if the target is caught by the tongue. If the Froghoul
successfully bites its victim in the first round the creature has been drawn to its mouth, it automatically scores
maximum damage. Any creature bitten by the Froghoul’s must succeed on a Saving Throw vs Paralyzation or
be paralyzed for 10 rounds. On an attack roll result of 20, the Frogghoul can swallow whole any creature of its
size or less. Any creature swallowed whole has a chance to cut its way out of the Frogghoul with a sharp-edged
weapon but must roll an attack roll result of 18 or better. A victim has only three rounds to escape before
asphyxiating. A successful escape kills the frog. Any damage inflicted upon a frog that has swallowed a
creature whole has a 33% chance of also being inflicted on the swallowed victim. Any creature swallowed by
the Froghoul’s must succeed on a Saving Throw vs Paralyzation each round or be paralyzed for 10 rounds.
Tongue – The Froghouls tongue has a range of 15 ft. If a creature is struck by the sticky tongue, they must
attempt 2 Saving Throws vs Paralyzation, the first to avoid being paralyzed for 10 rounds and the second to
avoid being grappled by the tongue. A paralyzed target is automatically grappled by the tongue A creature
grappled by the tongue is pulled 10 feet toward the Froghoul.
As undead Froghouls are immune to Paralyzation, Poison, Sleep and Charm. Froghouls are turned as Wights.
*elloudes
Climate/Terrain: Any land
Frequency: 9HU\UDUH
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average
Treasure: I
Alignment: Chaotic evil
Number Appearing: 1-6
Armor Class: 7
Movement: 6"/18"//12"
Hit Dice: 5
THAC0: 16
Number of Attacks: 4
Damage/Attack: 1-4(Claws)X2/1-8(Talons)X2
Special Attacks: Energy drain
Special Defenses: Nil
Magic Resistance: 50%
Size: L (7+' tall)
Morale: Fanatic
XP Value: 245+5/hit point
PSIONIC ABILITY: 100
Attack/Defense Modes: E/F/G
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Ghole
Climate/Terrain: Any land
Frequency: Very Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Very
Treasure: B, Q, R, S
Alignment: Choatic evil
Number Appearing: 2-4
Armor Class: 2
Movement: 12"
Hit Dice: 8+1
THAC0: 13
Number of Attacks: 3
Damage/Attack: 3-8(Claws)X2/6-11(Bite)
Special Attacks: See below
Special Defenses: Regeneration
Magic Resistance: Standard
Size: L (12' tall)
Morale: Fanatic
XP Value: 2,300+12/hit point
These vile demonic undead form packs with Ghulaz, Ghasts, or Ghouls. Their favorite food is carrion, but fresh
meat will do if they cannot wait for “aging.” Gholles have clawed hands and feet of animal nature despite
human-like fingers and toes. Their skull is humanoid, albeit more akin to a gorilla. It is elongated, with massive
hyena-like jaws and ears and glaring bestial eyes.
If a Gholle hits with both claws, it can make two rake attacks with its feet for 1-6+2 damage each. Gholles exude
a stench as Ghasts, and their gaze paralyzes with a range of 30 feet for 1-6 rounds. Elves are not immune.
Gholles regenerate 3 hit points per round. They regrow lost limbs in 3-18 rounds, or they may reattach a severed
member immediately by holding it to the stump. Fire and acid do normal damage. They are turned as Ghosts. As
undead Gholes are immune to Paralyzation, Poison, Sleep and Charm.
Ghol
Climate/Terrain: Ruins, Underground
Frequency: Common
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: None
Alignment: Neutral Evil
Number Appearing: 1D6
Armor Class: 6
Movement: 9"
Hit Dice: 4
THAC0: 17
Number of Attacks: 2
Damage/Attack: 1D8 (Claws) + Special
Special Attacks: See below
Special Defenses: + 1 weapon or better to hit
Magic Resistance: Standard
Size: M
Morale: Average
XP Value: 350 + 5/hit points
A Ghol (later translated to English as a ghoul) is a demonic entity that feeds on human corpses. Said to be the
offspring of Iblis (the Islamic deceiver or Satan), Ghols prefer the bodies of young children, digging them up from
(relatively) fresh graves. Ghols can appear in many different animal forms. They haunt cemeteries, burial grounds,
and other sequestered spots. The word Ghol is also used to describe humans whose activities are atrocious or grim,
such as blackmailers or grave-robbers. Ghols use their powers to attack and harass the living. Their nails are long and
razor-sharp, and they rip jagged wounds that must be bandaged or cured or they continue to bleed. Wounds must be
bandaged or a Cure wounds spell applied or they continue to bleed for 1D4 damage each round. Ghot have the spell
casting ability of a 10th level Illusionist.
m

Climate/Terrain: Ruins
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Very
Treasure: B, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: 5
Movement: 14"/9" (flying)
Hit Dice: 4
THAC0: 17
Number of Attacks: 3(Claw/Claw/Bite)
Damage/Attack: 1D4, 1D4, 1D6
Special Attacks: Paralyzing touch
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Average
XP Value: 250+5/hit point
This female ghoul-creature can be found lurking in
the ruins of old castles. They resemble old, courtly
ladies with blue skin, blackened teeth, and no
eyebrows. As with ghouls and ghasts, a hit from the
Ao-nyobo causes paralysis if the victim fails a saving
throw. The Ao-nyobo is capable of flight and prefers
to ambush victims from above - often hiding in
the rafters of half-ruined buildings to swoop down
upon the unsuspecting. In the outdoors, an Ao-
nyobo will often chase down any escaped prey in
a relentless, airborne hunt. Ao-nyobo are turned as
ghasts.
As undead Ao-Nyobos are immune to Sleep, Charm,
Poison, and Paralysis.
Ghoul, Atrophy
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1-3 (Claws)X2, 1-6 (Bite)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 100+2/hit point

Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the
change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible
cunning which enables them to hunt their prey most effectively. Ghouls are vaguely recognizable
as once having been human but have become horribly disfigured by their change to ghouls. The
tongue becomes long and tough for licking marrow from cracked bones, the teeth become sharp
and elongated, and the nails grow strong and sharp like claws.
Atrophy ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch
causes creatures, to make saving throw versus paralyzation or have their movement rate reduced
by 10’ and their Armor class reduced by 1. Once your movement is reduced to zero you are
automatically paralyzed for 2d4 turns. Any creature killed by an Atrophy ghoul attack will rise as
an Atrophy ghoul in 24 hours unless blessed (or blessed and then resurrected). Obviously, this is
also avoided if the victim is devoured by the ghouls. These creatures are subject to all attack
forms except Sleep, Charm, Paralyzation and Poison. They can be turned by priests of any level.
The magic circle of Protection from Evil actually keeps ghouls completely at bay.
Ghoul, Bat
Climate/Terrain: Any
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: Nil
Alignment: Neutral evil
Number Appearing: 3-15 (3D5)
Armor Class: 7
Movement: 2”, 12” (Fly)
Hit Dice: 4D6
THAC0: 17
Number of Attacks: 1
Damage/Attack: 1D4+3 (Bite)
Special Attacks: Paralyzation
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Small
Morale: Steady
XP Value: 225+4/hit point
This bat has an emaciated, three-foot-long torso and a head that looks like skin stretched over bone. Its jaws are
unnaturally distended, and its mouth is full of needle-like teeth. Ghoul bats are popular messengers and pets
among darakhul and can be found both in colonies and alone throughout the Ghoul Imperium.
Ghoul bats have blind sight out to 60’.
Echolocation - The Ghoul bat can’t use its blindsight while deafened.
Keen Hearing - The Ghoul bat has a +4 (20%) bonus on any checks that rely on hearing.
Bite - Any creature bitten by a Ghoul bat undead, it must succeed on a Saving Throw vs Paralyzation or be
paralyzed until the end of its next turn.
As undead Ghoul bats are immune to Poison, Paralyzation, Sleep and Charm.
Ghoul, Bat (Skaveling)
Climate/Terrain: Any underground
Frequency: Rare
Organization: Solitary or Colony
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1 or 3-8
Armor Class: 1
Movement: 8”/16” (Flight)
Hit Dice: 9+18
THAC0: 12
Number of Attacks: 1
Damage/Attack: 2d8 + special
Special Attacks: Disease, Paralysis, Screech
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Large
Morale: Elite
XP Value: 9,200+18/hit point
This monstrously sized, undead bat has mottled, decayed flesh and eyes that smolder with an unholy green glow.
Known in some circles as ghoul bats, Skavelings are the hideous result of necromantic manipulation by
Urdefhans, who create them from Mobats specially raised on diets of fungus and humanoid flesh. Upon reaching
maturity, Urdefhans ritually slay the bats using necrotic poisons, then raise the corpses to serve as mounts and
guardians.
Ghoul Fever - Any creature bitten by a Skaveling can contract Ghoul fever. Saving Throw vs death to avoid. If the
saving throw is failed after 1 day the victim suffers 1d3Constitution and 1d3 Dexterity damage. The next day and
every day after the victim must make another Saving Throw vs death or suffer another 1d3 Constitution and 1d3
Dexterity damage. Two consecutive saving throws result in a cure. If either Dexterity or Constitution reaches 0 the
victim dies. A creature who dies of ghoul fever contracted from a Skaveling rises as a Ghoul at the next midnight.
Screech - Once per day as an action, a Skaveling can screech as a Mobat, affecting a 20-foot-radius burst; those
who are affected are stunned (unable to take any action or move, barely speak, automatically fail saving throws,
+4 to be hit) for 1d3 rounds unless they make a saving throw vs paralyzation.
Paralyztion - The bite of a Skaveling causes humans (including dwarves, gnomes, half-elves, and halflings, but
excluding elves) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for
3-8 (2+1d6) rounds or until negated by a priest.
As undead Skavelings are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Beggar
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: J
Alignment: Chaotic Evil
Number Appearing: 2-24
Armor Class: 8
Movement: 12”
Hit Dice: 3
THAC0: 18
Number of Attacks: 3
Damage/Attack: 2D4+2 (Claws)X2, 2d6 + 2 (Bite)
Special Attacks: Paralyzation
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Average
XP Value: 150+3/hit point
This emaciated, gray husk of a creature wears rags and picks hungrily at a sliver of bone. It moves in a crouch so
low that it’s almost crawling, but its eyes glow like flickering coals and it exudes a desperate ferocity with each rot-
fouled breath.
Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins—little more
than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain,
at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others
were exiled from the empire without the resources to fend for themselves. Most ghouls of the ghoul kingdom are
lesser strains of ghouls. Beggar ghouls are by far the weakest of these. Though they make up the majority of any
military action involving the legions, they are employed as fodder, and the most wretched of them are barely
suitable even for that. They eke out miserable livings by scrounging for food near the surface or by begging in the
ghoul cities.
Beggar ghouls have darkvision 60 ft., and can speak common
If the beggar ghoul hits a creature other than an elf with its claws, they must succeed on a saving throw or be
paralyzed for 10 rounds.
As undead Beggar ghouls are immune to Paralyzation, Poison, Sleep, and Charm.
Ghoul, Bloated
Climate/Terrain: Any Land
Frequency: Rare
Organization: Solitary, Pair, Pack
Activity Cycle: Nocturnal
Diet: Carnivorous
Intelligence: Very
Treasure: B, Q, R, S, T
Alignment: Neutral Evil
Number Appearing: 1, 2, 2-24
Armor Class: 6
Movement: 8”
Hit Dice: 19+57
THAC0: 2
Number of Attacks: 2
Damage/Attack: 3D6 (Claw)/3D8 (Bite)
Special Attacks: Paralyzation, Disease, Unholy Stench
Special Defenses: Undead Immunities, Turning Defiance
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 73,000+65/hit point
Bloated ghouls are Ghouls who have engaged in ritual gorging on the flesh of hundreds of creatures, primarily
humanoids, their bodies swelling with undigested meat and bone. They eventually become pot-bellied undead
maddened with hunger.
Disease - Darakhul Fever: Any creature bitten by a Bloated ghoul can contract Darakhul fever. Saving Throw vs
death to avoid. If the saving throw is failed after 1 day the victim suffers 1d6 Constitution and 1d3 Dexterity
damage. The next day and every day after the victim must make another Saving Throw vs death or suffer another
1d6 Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a cure. If either Dexterity or
Constitution reaches 0 the victim dies.
A creature that dies while infected with Darakhul fever infected by a Bloated ghoul rises as a Bloated ghoul the
next night.
Paralyztion - The claws of a Bloated ghoul cause creatures including elves to become rigid unless a saving throw
versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.
Turning Defiance – The Bloated ghoul is turned as a special with a -4 penalty on the Clerics turn roll. Any turn
attempts against Ghouls within 30 feet of a Bloated ghoul are at a -4 penalty on the Clerics turn roll.
Unholy Stench – When the Bloated ghoul takes piercing or slashing damage, noxious vapors burst from its
distended stomach. Each creature within 10 feet of it must make a saving throw vs poison or take 2D6 poison
damage and be -4 to hit for the next round.
Hideous Feast – As an action the Bloated ghoul can feed on a corpse within 5 feet of it that is less than 1 week
old. It regains 1D8 hit points per size category of the creature it consumes. For example, the Ghoul regains 1D8
hit points when consuming a Fine creature or 4D8 hit points when consuming a Small creature. This feast takes
one round per 3 size categories of the creature consumed. For example, the Ghoul takes 1 round when consuming
a Fine, Diminutive or Tiny creature, 2 rounds for a Small, Medium or Large creature and 3 rounds for a Huge,
Gargantuan or Colossal creature. This feast destroys the corpse.
As undead Bloated ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Bone
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 3-24
Armor Class: 6
Movement: 9”, 9” (Climb)
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1D3 (Claws)X2, 1D6 (Bite)
Special Attacks: Paralyzation, Brutal
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Medium
Morale: Steady
XP Value: 165+2/hit point
Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from
human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to
hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human but have become
horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from
cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans
(including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving
throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.
Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or
blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul
packs always attack without fear.
Bonecrafting - When the Bone ghoul uses its Devour feature, it gains temporary hit points equal to the number
of hit points it regains as well.
Brutal - The Bone ghoul can deal a critical hit twice as often as normal for the system used.
Spider Climb - The Ghoul can climb difficult surfaces without needing to make a check.
Spiked Body - When a creature grapples or hits the Bone ghoul while within 5ft. of it, that creature takes 1D8
piercing damage.
Devour - When a creature the Ghoul can see within 90ft. is reduced to 0 hit points, the Ghoul can move up to
its movement speed to make a melee attack. Upon a hit, that creature is instantly killed and the Ghoul regains 10
hit points upon using this feature.
As undead Ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Bone is a template that can be added to any type of Ghoul by adding the four special abilities above. Devour is
an option that can also be added to any Ghoul.
Above is a baseline Ghoul with the Bone features added
Ghoul, Bonepowder
Climate/Terrain: Underground
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Supra genius
Treasure: None
Alignment: Neutral Evil
Number Appearing: 1
Armor Class: 3
Movement: 12”
Hit Dice: 17+102
THAC0: 4
Number of Attacks: 3
Damage/Attack: 1D4 (Claws)X21D6 (Bite) + Paralysis
Special Attacks: Paralyzation, Spells, Disease, Gravedust, Whirlwind
Special Defenses: Undead immunities, Dusty form, Amorphous
Magic Resistance: Standard
Size: Small
Morale: Fanatic
XP Value: 80,000+60/hit point
Distilled to nothing but dry, whispering sand and a full set of teeth, the bonepowder ghoul still hungers for flesh
and blood. Its dusty mass is perfected corruption, entirely animated by foul energy.
The Bonepowder ghoul is small and unassuming, a pile of dust and bone fragments that resemble a destroyed
mummy or the remnants of a vampire burned by sunlight. Unlike those undead, Ghouls can achieve this powdery
form through long starvation. The process invariably takes decades, which is why so few Bonepowder ghouls
exist—few ghouls can show such self-restraint. Even among ghouls, using hunger as a form of torture is
considered offensive to the ways of the Imperium. Which isn’t to say that it never happens. A bonepowder ghoul
may rise from the remnants of a starved prisoner or a ghoul trapped in a sealed-off cavern, leaving behind most of
its remnant flesh and becoming animated almost purely by hunger, hatred, and the wisdom of long centuries in
which to plot the destruction of its enemies.
Bonepowder ghouls are almost always creatures of pure evil, seeking only to devour, corrupt, and destroy all
living things. The only creatures they treat with some affinity are Ghouls of various kinds.
Spell-Like Abilities
At will—Chill Touch, Deeper Darkness, Dispel Magic, Ray of Enfeeblement
3/day—Blindness/Deafness, Empowered Enervation
1/day—Energy Drain

Enervation (Necromantic)
Level: 4 Components: V, S
Range: 25’ Casting Time: 4
Duration: 20 rounds/caster level Saving Throw: None
Area of Effect: One creature
This spell allows the caster to fire a beam of coruscating black energy at a single target within range. A “to hit”
roll is required. If the target is struck by the beam, they lose 1-4 life levels for the duration of the spell. A creature
brought to 0 levels, dies immediately.
Note due to the empowered nature of the spell cast by a Bonepowder ghoul, the victim loses 1-6 levels.
Deeper Darkness (Evocation)
Level: 3 Components: V
Range: I"/level Casting Time: 3
Duration: One day/caster level Saving Throw: None
This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and
the darkness lasts longer. Daylight brought into an area of deeper darkness (or vice versa) is temporarily
negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

Amorphous – A Bonepowder ghoul’s body is malleable and shapeless. It is immune to backstabs and critical
hits.
Coalesce - A Bonepowder ghoul can temporarily assume a humanoid form by draining 5 or more life levels
from a victim or with a successful Enervation attack. This form is Small and semi-transparent but roughly the
shape of a normal ghoul. It never lasts for more than 10 minutes/5 levels drained. In this form, the ghoul can
speak normally and manipulate objects.
Disease - Darakhul Fever: Any creature bitten by a Bonepowder ghoul can contract Darakhul fever. Saving
Throw vs death at -5 to avoid. If the saving throw is failed after 1 day the victim suffers 1d6 Constitution and
1d3 Dexterity damage. The next day and every day after the victim must make another Saving Throw vs death
at -5 or suffer another 1d6 Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a
cure. If either Dexterity or Constitution reaches 0 the victim dies.
A creature that dies while infected with Darakhul fever infected by a Bonepowder ghoul or an afflicted creature
killed by a Bonepowder ghoul rises as a Bonepowder ghoul the next night.
Dusty Form - In its natural form, it is difficult to damage a Donepowder ghoul. Damage from any physical
attacks is reduced by 50%.
Gravedust - A Bonepowder ghoul can project a 40-ft. cone of grave dust once every 3 rounds as an action, All
creatures within the area must make an immediate Saving Throw vs death at -5 or take 1d6 Strength damage
(which the Bonepowder ghoul adds to its own Strength as temporary points) and make a Saving Throw vs death
at -5 second or be infected with Darakhul fever. The Bonepowder ghoul adds +1 damage to all physical attacks
per additional point of Strength. The temporary strength points last for one day.
Paralysis - Those hit by a Bonepowder ghoul’s natural weapons must succeed on a Saving Throw vs death at -5
or be paralyzed for 1d4+1 rounds. Even elves and undead are affected by this paralysis.
Turning Defiance – The Bonepowder ghoul is turned as a special with a -4 penalty on the Clerics turn roll.
Any turn attempts against Ghouls within 30 feet of a Bonepowder ghoul are at a -4 penalty on the Clerics turn
roll.
Whirlwind - A Bonepowder ghoul can generate a whirlwind of bones and teeth 1/day. This attack affects all
creatures within a 20-ft. cube, and it inflicts 2d12 damage and drains 1d6 Strength. (They do not add to their
own Strength with this attack.)
As undead Bonepowder ghouls are immune to Paralyzation, Poison, Sleep and Charm.
GHOUL, CAT
Climate / Terrain: Any Land
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Human / Demi-Human Flesh
Intelligence: Low (5-7)
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1
Armour Class: 1
Movement Rate: 18
Hit Dice: 8
THAC0: 12
Number of Attacks: 3 - Claw / Claw / Bite
Damage / Attack: Claw - 1d8+2 / Claw - 1d8+2 / Bite - 1d12+Paralyzation
Special Attacks: Decompostion Mist - once a day
Special Defences: See Below
Magic Resistance: Nil
Size: Medium
XP Value: 3,600
These cats are an undead version of the Damned Cat, but with different abilities and a completly
differernt look. Rotting green flesh surrounds the skeletol remains of a Giant cat, standing 4 to 5 feet
tall at the shoulder. Burning red eyes stand out against the white bone, and burn terror into any who
gaze upon them. Wherever these creatures touch, the immediate area around them dies and
decomposes into a blackened ash. They distinctily smell of rotting corpses, and their intelligence
allows them to follow orders for those who have rasied them from their grave.
Combat: Ghoul Cats are usually found in the presence of Ghouls, but there can never be two Ghoul
Cats within 1 mile of each other. They attack first by blasting their enemies with a Decompostion
Mist that reaches out in a cone shaped blast starting at the creature's mouth, and then traveling 30 feet
long, 20 feet wide, and 5 feet high. All those who are caught in this desolating mist suffer these
consequences, unless a save versus Breath Weapon is succesfully made. This blast has no effect on
walls, or dead objects. Only living, breathing things (people, trees, etc.)

1) On the first round after being hit, the victim's skin starts to itch uncontrolably, causing no
damage, but a -4 to attack.
2) On the second round after being hit, the victim's skin break's open into sores, oozing pus for
1d4 damage, and the -4 to attack.
3) On the third round (and every other before getting cured) after being hit, the victim's skin
will activly decompose and fall from the body in chunks, causing 4d4 damage, plus the
victim will not be able to attack that round.
To counteract the effects of the mist, a Cure Disease spell or two Dispel Magic spells must be cast -
OR - the victim's sores must be bathed in one vial of holy water for every 5 hitpoints of damage taken.
These treatments only halt the continuing of the decomposition. However, a Cure Wounds spell,
potion, etc. or rest will restore the skin. If their enemies are not dead, the cat will leap in and use it's
paralyzing byte to disable the remaining victim's. This paralyzing bite does an initial 1d12 damage,
plus 1d10+4 rounds of paralyzed activity (which is none, since the victim is paralyzed). The only way
to negate this paralyzing bite is to roll a saving throw versus Paralyzation with a negative 2 hinderance.
They would then continue to rip their opponents apart with their claws, causing 1d8+2 damage every
time they hit. Any person who is destroyed by a Ghoul Cat becomes a Ghoul in 1d20 turns unless
blessed by holy water and lain below the ground (buried). Ghoul Cats are immune to the cold, illusions,
hold spells, and sleep and charm spells. The immediatly seek out the creatures who use magic against
them, seeing as they pose the greatest threat towards their exsistence.
Habitat / Society: Ghoul Cats are found in the presence of Ghouls, and are found eating corpses along
side their companions.
Ecology: Ghoul Cats delight in tearing apart living creatures, especially Humans and Demi-Humans, for
they taste the best. These beasts were probably once Damned Cats, but have now been risen to do an
evil wizard's or priests bidding.
GHOUL, CHAOS
Climate/Terrain: Any urban
Frequency: Uncommon
Organization: Pack
Activity Cycle: Any, prefers darkness
Diet: Carnivore
Intelligence: Average to High
Treasure: B, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 2-24
Armor Class: 4
Movement: 15
Hit Dice: 7+8
THAC0: 12
Number of Attacks: 3 (Claw/Claw/Bite)
Damage/Attack: 1D4/1D4/1D6 plus special
Special Attacks: See below
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Elite(Fearless when enraged)
XP Value: 3,700+12/hit point (4,100+12/hit point)

The Chaos Ghouls ore the horrid progency of ghouls and members ( or victims) of particularly evil Chaos
cults. Among the non-ghoul parents of these vile half-breeds are humans, orcs, half-orcs, goblins, and
dark elves. Several decades of inbreeding have, more or less, created some degree of consistency in the
racial characteristics of the Chaos Ghouls. granting them an impressive assortment of traits inherited from
their various parent races.
Chaos Ghouls have a much higher degree of intelligence than common ghouls. making them very
cunning and capable of incredibly diabolical plots. This intelligence has enabled some Chaos Ghouls to
become masters of dark magic. The Chaos Ghouls hove a greater tolerance for light. though it is
somewhat painful to their eyes Lightbursts and similar magical attacks drive Chaos Ghouls into a killing
frenzy, + 2 to hit and damage, and will not use non-physical attacks. Chaos Ghouls also possess powerful
infravision (120') as well as keen senses of hearing and smell, surprised only on a 1. Chaos Ghouls prefer
the taste of fresh meat and will frequently go hunting for prey in the slimy back-alleys in larger cities.
When a Chaos Ghoul attacks a victim several special attacks may come into play:
1) Chilling Touch - Victim becomes paralyzed for 3-8 unless a Saving Throw is made successfully
2 ) Breath Weapon - Putrid Gas, failed Saving Throw vs poison causes victim to cease all action due to
uncontrollable shaking and severe nausea and vomiting. This attack only affects one target and cannot be
used in the same round as a bite.
3) Mesmerizing Gaze -As Charm Monster spell
Chaos Ghouls have a percentage chance equal to their Intelligence to have access to dark magic. If a
Chaos Ghoul has access to dark magic they can cast the following spells, at will, with no need for
components" Darkness, Invisibility, Sleep, Ray of Enfeeblement, Fear, Web, Blink, Hold Monster,
Suggestion, Confusion, Animate Dead, Death Spell 2/day Unholy Word.
Chaos Ghouls are not likely to be encountered in wilderness areas preferring to dwell in underground
tunnels and sewer systems beneath cities. Such habitations afford them a limitless variety of food sources,
breeding stock. and sacrifices for the Lords of Chaos. Chaos ghouls will often be found in the company of
common ghouls. As undead Chaos Ghouls are immune to Sleep, Charm, Poison, and Paralysis.
Ghoul, Cinder
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary, gang, or mob
Activity Cycle: Any
Diet: Carnivore
Intelligence: Semi
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1, 2-5, 6-11
Armor Class: -1
Movement: 16” (Fly)
Hit Dice: 8+32
THAC0: 13
Number of Attacks: 1
Damage/Attack: 1D8 (Slam) + 1D6 (Fire) + Burn + Energy Drain
Special Attacks: Burn, Energy drain, Smoke inhalation
Special Defenses: Limited gaseous form, +2 or better weapons to hit,
Immune to fire, Undead immunities
Magic Resistance: Standard
Size: Large
Morale: Fearless
XP Value: 17,000+20/hit point
This creature is a swirling humanoid cloud of burning ash and charred body parts. A red glow of burning embers can
be glimpsed floating within the mass. This creature reeks of smoke and burnt flesh. A creature that is burned to
death by magical fire may rise again as a fiery undead being called a cinder ghoul. The lairs of old red dragons may
be haunted by many of these pathetic, angry spirits, and many a wizard that has dispatched a foe with a well-placed
fireball has been found mysteriously charred to death many months after the deed.
Cinder ghouls are barely intelligent, but they do have a very vivid recollection of the pain they endured in the
moments before their death. Filled with anger as fiery as the flames that took their life, cinder ghouls harbor a strong
hatred of fire and any living creature that has control over it.
Although it cannot speak, the sound of wailing and screaming and the rushing of fire-stoked wind constantly
accompany a cinder ghoul. In melee a cinder ghoul slams with the charred remains of its fists. If a cinder ghoul
encounters an opponent that demonstrates any form of control over fire—either through casting a fire spell or using
a magic item that produces fire—it attacks that opponent to the exclusion of all others.
Limited Gaseous Form - Because it has solid body parts that constantly float and swirl within it, a cinder ghoul has
a limited version of the gaseous form ability. Although other gaseous creatures can issue under the crack of a door, a
cinder ghoul cannot. A cinder ghoul can, however, make slam attacks, retains its natural armor bonus, and all
supernatural attacks. Spells, spell-like abilities, and supernatural abilities affect them normally. A cinder ghoul
cannot enter water or other liquid. It is not ethereal or incorporeal and is affected by winds or other forms of moving
air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind
can’t disperse or damage a cinder ghoul. Because it contains burning embers and small bits of perpetually
smoldering flesh, a cinder ghoul cannot hide.
Smoke Inhalation - As an action, a cinder ghoul can attempt to force some of its smoky form into the lungs of a
living opponent. The target must make a successful Saving vs death at -2 or inhale part of the creature. Smoke inside
the victim’s lungs burns the surrounding tissues and organs, dealing 1d2 points of Constitution damage each round.
The affected creature can attempt another save at -2 each round to cough out the burning residue.
Burn – Any creature struck by the Cinder ghoul must make a Saving Throw vs Breath weapon or burst into flames
taking 1D8 of damage. The flames do damage each round until the victim, or an ally takes one round to put the
flames out. These flames do not stack.
Energy Drain – Any creature struck by the Cinder ghoul must make a Saving Throw vs Death or lose a life level.
As undead Cinder ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Colony
Climate/Terrain: Underground
Frequency: Very Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Semi
Treasure: None
Alignment: Lawful Evil`
Number Appearing: 20D5
Armor Class: 5
Movement: 10”
Hit Dice: 5
THAC0: 16
Number of Attacks: 1
Damage/Attack: 1-3 (Claw)
Special Attacks: Paralyzation
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Average
XP Value: 325+5/hit point
A cold rubbery creature with long limbs. They travel with a wraith warlock as his servant. The touch of a Colony
Ghoul paralyzes its victims for 3-8 rounds. As undead Colony Ghouls are immune to Sleep, Charm, Poison, and
Paralysis. See Warlock Wraith.
Ghoul, Corpulent
Climate/Terrain: Any Land
Frequency: Very rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivorous
Intelligence: Very
Treasure: B, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 1-12
Armor Class: -1
Movement: 12”/12” (Climb)
Hit Dice: 6+48
THAC0: 15
Number of Attacks: 3
Damage/Attack: 1D6 (Claw)X2/1D6 (Bite) +special
Special Attacks: See below
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: M
Morale: Fearless
XP Value: 24,000+30/hit point
Corpulent ghouls are ghouls that that have engaged in extreme gorging of the flesh of hundreds of creatures. As a result
of the excessive consumption the Corpulent ghoul’s body is swollen with rotting meat and bone. They have become
bloated monstrosities. Despite their massive bulk Corpulent ghouls are amazingly dexterous and stealthy.
Corpulent ghouls have the Hide in Shadows, Move Silently and Backstab abilities of a 6th level Thief with a 21
Dexterity. Corpulent ghouls can use their Backstab ability against an opponent in combat if the Ghoul can maneuver
behind their target and the target is engaged in melee with another creature. If a Ghoul successfully paralyzes an
opponent, it abandons this tactic and immediately begins feeding on its victim, ignoring other foes.
Corpulent ghouls fight until destroyed, exploding in a shower of gore and disease-ridden flesh.
Paralyztion - The touch of a Corpulent ghoul causes humans (including dwarves, gnomes, half-elves, and halflings, but
excluding elves) to become rigid unless a saving throw versus paralyzation is successful. This paralysis lasts for 3-8 (2
+1d6) rounds or until negated by a priest.
Command Ghouls - A Corpulent ghoul can automatically command all normal Ghouls within 30 feet. Normal Ghouls
never attack a Corpulent ghoul unless compelled.
Create Spawn - Any creature killed by a Corpulent ghoul that lies undisturbed and uneaten until the next midnight rises
as a Corpulent ghoul at that time. The new Ghoul is not under the control of its creator.
A Protection from Evil spell cast on the corpse prevents this.
Death Burst - Overstuffed from ravenous consumption, the bellies of these Corpulent ghouls explode in a burst of filth
when killed. All adjacent creatures are exposed to this gore and must make a Saving Throw vs death to avoid being
sickened (The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and
ability checks for 1d6 rounds and contracting Ghoul fever.
Ghoul Fever - Saving Throw vs death to avoid. If the saving throw is failed after 1 day the victim suffers
1d3Constitution and 1d3 Dexterity damage. The next day and every day after the victim must make another Saving
Throw vs death or suffer another 1d3Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a
cure. If either Dexterity or Constitution reaches 0 the victim dies. A creature who dies of ghoul fever contracted from a
Corpulent ghoul rises as a Corpulent ghoul at the next midnight.
As undead Corpulent ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Crimson
Climate/Terrain: Any Land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic Evil
Number Appearing: 1D6
Armor Class: 6
Movement: 9”
Hit Dice: 4
THAC0: 17
Number of Attacks: 2
Damage/Attack: 1d3/1d3 (Claws)/ 1d6(Bite)
Special Attacks: Paralysis
Special Defenses: Half damage from non-magic
weapons, +1 save vs. spells
Magic Resistance: Standard
Size: M
Morale: Steady
XP Value: 200+4/hit point
Crimson ghouls are created by strange and terrible magical
procedures worked by necromancers upon a normal ghoul. They
are not ordinarily found in the wild, as regular ghouls are,
although from time to time a pack of crimson ghouls
might outlive or escape from their masters. In this case, the
crimson ghouls will be found in the same sorts of desolate or cursed spots as normal ghouls, even competing with them for the
horrid, charnel foods they crave. As with normal ghouls, the touch of a crimson ghoul causes paralysis for 3d6 turns unless the
victim makes a saving throw.
As one might expect from the name, crimson ghouls have hides the color of blood. They otherwise resemble normal ghouls,
although they are stronger and have a more powerful bite. In addition to the skin color and a more robust physical frame than
their ghoulish brethren, crimson ghouls have another signal distinction from a normal ghoul, which is that normal weapons only
inflict half damage against them. Magical weapons inflict full damage. Moreover, crimson ghouls are somewhat resistant to
spells: they gain a +1 bonus on saving throws against any spell. As with most undead, they are immune to sleep spells, but they
can be affected by a charm person or a charm monster spell (although the duration of the charm is extremely short, not lasting
more than 1d6 rounds). This strange vulnerability seems to be the result of the necromantic procedures by which they are
prepared, a by-product of being created as loyal servants to their necromantic masters.
Crimson Guardians
In a dungeon somewhere in the humid south, there is an infamous room of red stone. The room is circular, and decorated with
dozens of roiling, flapping tapestries that depict a ghoulish feast, from start to finish. In the room’s center there is a strange
curtain of wavering, orange light – as one enters, they might first mistake it for flames – that rises from floor to ceiling and
encompasses a 30-foot-diameter area. Within, one might catch glimpses of nine figures, as red as newly spilled blood, moving
about. The curtains are part of an anti-magic field. Within, there is an iron chest with nine fiendishly clever locks (and traps –
each one a poison that robs a thief of dexterity and imposes a –5% to all open locks rolls). The chest is guarded by 9 crimson
ghouls that will not likely have to face magic weapons or spells within the anti-magic field. The chest actually contains a shaft
that bypasses the next dungeon level for the one below it.
Ghoul, Darakhul
Darakhul Captain High Priestess
Climate/Terrain: Any land Any land Any land
Frequency: Uncommon Rare Very Rare
Organization: Pack Cohort Cabal
Activity Cycle: Nocturnal Nocturnal Nocturnal
Diet: Carnivore Carnivore Carnivore
Intelligence: High High High
Treasure: See below See below See below
Alignment: Neutral Evil Lawful Evil Neutral Evil
Number Appearing: 2-24 1-10 1-6
Armor Class: 4, 2 (Shield) 5 3
Movement: 12” 12” 12”
Hit Dice: 12+24 22+66 15+45
THAC0: 9 -1 4
Number of Attacks: 3 or 2 3 or 4 3 or see below
Damage/Attack: 2D6+3 (Claws)X2, 2D8+3 (Bite) 2D6+4 (Claw), 2D8+4 2D6+3 (Claws)X2, 1D8+3
or 2D8+3 (Bite), 2D6+3 (Claw) (Bite), 1D8+4+2D6 necrotic (Bite)+2D6 (Necrotic)
or 1D8+3 (War Pick) (Sword) or 1D8+4+2D6
necrotic (Sword)X4
Special Attacks: Paralyzation, disease Paralyzation, disease Paralyzation, disease. spells
Special Defenses: Undead Immunities, ½ damage Undead Immunities, ½ Undead Immunities, ½
necrotic damage necrotic damage necrotic
Magic Resistance: Standard Standard Standard
Size: M M M
Morale: Average Champion Elite
XP Value: 20,000+25/hit point 83,000+55/hit point 53,800+45/hit point

Shadowmancer Spy
Climate/Terrain: Any land Any land
Frequency: Very Rare Very Rare
Organization: Solitary Network
Activity Cycle: Nocturnal Nocturnal
Diet: Carnivore Carnivore
Intelligence: Genius High
Treasure: See below See below
Alignment: Neutral Evil Neutral Evil
Number Appearing: 1+see below 1
Armor Class: 8 4
Movement: 12” 12”
Hit Dice: 8+16 14+28
THAC0: 13 7
Number of Attacks: 2 3 or 1
Damage/Attack: 2D8+2 (Bite), 1D4+ (Dagger) 2D6+4 (Claw), 2D8+4 (Bite), 1D6+4 (Sword) or 1D8
+4 (Light Crossbow)
Special Attacks: Disease Paralyzation, disease
Special Defenses: Undead Immunities, ½ damage necrotic Undead Immunities, ½ damage necrotic
Magic Resistance: Standard Standard
Size: M M
Morale: Elite Elite
XP Value: 9,500+16/hit point 44,000+25/hit point
Darakhul
Master of Disguise - A Darakhul has the disguise capabilities of an Assassin with a -5%
chance to be detected. While using this ability, it loses its Stench.
Stench - Any creature that starts its turn within 5 feet of the Darakhul must succeed on a
Saving Throw vs Poison or be -4 to hit and -4 on any skill rolls until the start of its next
turn. If a creature’s saving throw is successful or the effect ends for it, the creature is
immune to the Darakhul’s Stench for the next 24 hours. A Darakhul using this ability can’t
also benefit from Master of Disguise.
Sunlight Sensitivity - While in sunlight, the Darakhul has a -4 penalty on to hit rolls.
Turning Defiance - The Darakhul is turned as a special with a -4 penalty on the Clerics
turn roll. Any turn attempts against Ghouls within 30 feet of a Darakhul are at a -4 penalty
on the Clerics turn roll. If the Darakhul is using a shield, it instead makes two melee
attacks: one with its bite and one with its claw or war pick.
Bite – Any creature bitten by a Darakhul must succeed on Saving Throw vs Poison or
contract Darakhul fever.
Claw – Any creature struck by the claws of a Darakhul must succeed on a Saving Throw vs Paralyzation or be
paralyzed for 10 minutes. A paralyzed target must succeed on a Saving Throw vs Poison or contract Darakhul
fever.
As undead Darakhul are immune to Paralyzation, Poison, Sleep, and Charm.
Darakhuls have treasure as a 15th level NPC plus 15, 000 gp in coins and gems..

Darakhul Captain
Leaders of law enforcement units in the cities of the Ghoul Imperium, Darakhul captains are stoic and steely Darakhul
hand-selected by the city’s leadership for the role. Captains are dedicated to the Ghoul Imperium and don’t take kindly
to remarks against their beloved Imperium or Emperor.
Patrol Teams - When on patrol, Darakhul captains ride Ghoulsteeds and are rarely without a handful of Darakhul and
Ghouls at their sides. Captains in Darakhan, the capital of the Ghoul Imperium, also patrol with one or two emperor’s
hyenas, which report major happenings in the city to the Emperor himself.
Dangerous Position - The position of captain comes with some measure of prestige and power, but it also comes with
no end of political danger. Many captains meet their ends not from threats outside the Imperium but from forces within
it. If a captain lives long enough to avoid assassination by a rival hoping to win the position, it might meet its end at the
claws of its city leader, upset about problems in the city or news the captain delivered.
Master of Disguise - A Darakhul captain has the disguise capabilities of an Assassin with a -10% chance to be detected.
While using this ability, it loses its Stench.
Necrotic Weapons. The Darakhul captain’s weapon attacks are magical. When the captain hits with any weapon, the
weapon deals an extra 2d6 necrotic damage.
Stench - Any creature that starts its turn within 5 feet of the Darakhul captain must succeed on a Saving Throw vs
Poison at -1 or be -4 to hit and -4 on any skill rolls until the start of its next turn. If a creature’s saving throw is
successful or the effect ends for it, the creature is immune to the Darakhul’s Stench for the next 24 hours. A Darakhul
using this ability can’t also benefit from Master of Disguise.
Sunlight Sensitivity - While in sunlight, the Darakhul captain has a -4 penalty on to hit rolls.
Turning Defiance - The Darakhul captain is turned as a special with a -4 penalty on the Clerics turn roll. Any turn
attempts against Ghouls within 30 feet of a Darakhul captain are at a -4 penalty on the Clerics turn roll.
The Darakhul captain makes three attacks: one with its bite, one with its claw, and one with its longsword. Alternatively,
it can make four attacks with its longsword.
Bite – Any creature bitten by a Darakhul captain must succeed on Saving Throw vs Poison at -1 or contract
Darakhul fever.
Claw – Any creature struck by the claws of a Darakhul captain must succeed on a Saving Throw vs Paralyzation at -1 or
be paralyzed for 10 minutes. A paralyzed target must succeed on a Saving Throw vs Poison at -1 or contract Darakhul
fever.
Longsword.- 1D8 plus 2d6 necrotic damage.
Heavy Crossbow - 1d10 + 3 plus 2d6 necrotic damage.
Imperial Conscription - The Darakhul captain targets one incapacitated creature it can see within 30 feet. The target
must make a Saving Throw vs Spells taking 5d10 necrotic damage on a failed save, or half as much damage on a
successful one. The target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts
for 24 hours. If the victim has darakhul fever, this reduction can’t be removed until the victim recovers from the disease.
The target dies if this effect reduces its hit point maximum to 0. A creature slain by this attack rises as a Ghast 1d4 hours
later under the Darakhul captain’s control, unless the creature is restored to life or its body is destroyed. The captain can
have no more than four Ghasts under its control at one time. The captain may roll a D6 each round, on a 1 this ability is
recharged.
Leadership - For 10 rounds, the Darakhul captain can utter a special command or warning whenever a nonhostile
creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll
provided it can hear and understand the captain. A creature can benefit from only one Leadership die at a time. This
effect ends if the captain is incapacitated. This ability recharges one our after combat ends.
As undead Darakhul captains are immune to Paralyzation, Poison, Sleep, and Charm.
Darakhul captains have treasure as a 25th level NPC plus 45,000 gp in coins and gems.

Darakhul High Priestess


Though all Darakhul acknowledge dark gods, the priestess holds a closer link than
most—always first to the feast, dividing out the choice morsels, intoning the
words of hideous praise for the feast. An emissary of the Hunger God, the
Darakhul high priestess summons her ever-ravenous people to the feast. Leading
rites of slaughter and gluttony or handing out punishments and oaths of
deprivation, she exercises a great deal of control over her charges.
Bone Cracking - The marrow is considered a delicacy among the Darakhul—
difficult to reach, rich in flavor. The high priestess traditionally awards the first
marrow bone to the altar or cracks it herself on a battlefield, shouting a note of
praise (literally, “blessed marrow”) during this ritual.
Vestments and Knives - The unholy garments of a Darakhul priestess vary
wildly in style, from formal robes stitched with black thread and set with garnet
and rubies, to the more practical sacrificial robes of tooled leather, which
resemble a butcher’s apron. A priestess of the Darakhul always carries a ritual
flensing knife; it is never used in combat, only in the aftermath.
Master of Disguise - A Darakhul high priestess has the disguise capabilities of an
Assassin with a -10% chance to be detected. While using this ability, it loses its
Stench.
Stench - Any creature that starts its turn within 5 feet of the Darakhul high
Bite – Any creature bitten by a priestess must succeed on a Saving Throw vs Poison at -2 or be -4 to hit and -4 on
Darakhul high priestess must any skill rolls until the start of its next turn. If a creature’s saving throw is
succeed on Saving Throw vs Poison successful or the effect ends for it, the creature is immune to the Darakhul’s
at -1 or contract Darakhul fever. Stench for the next 24 hours. A Darakhul using this ability can’t also benefit from
Claw – Any creature struck by the Master of Disguise.
claws of a Darakhul high priestess Sunlight Sensitivity - While in sunlight, the Darakhul high priestess has a -4
must succeed on a Saving Throw vs penalty on to hit rolls.
Paralyzation at -1 or be paralyzed Turning Defiance - The Darakhul high priestess is turned as a special with a -4
for 10 rounds. A paralyzed target penalty on the Clerics turn roll. Any turn attempts against Ghouls within 30 feet
must succeed on a Saving Throw vs of a Darakhul captain are at a -4 penalty on the Clerics turn roll.
Poison at -1 or contract Darakhul The Darakhul high priestess makes three attacks: one with its bite, two with its
fever. claws.
Frenzy - The darakhul high priestess can make three extra bite attacks on her turn. If any of these attacks miss,
all attacks against her have a + 4 to hit and damage until the end of her next turn.
As undead Darakhul high priestesses are immune to Paralyzation, Poison, Sleep, and Charm.
Darakhul high priestesses have treasure as a 15th level NPC plus 20,000 gp in coins and gems..
Spellcasting - The Darakhul high priestess casts spells as a 15th level Cleric with an 18 Wisdom. Typically, she
has the following spells prepared:
1st Level (9 Spells): Bane (Reverse of Bless), CommandX2, Cause Light WoundsX2, Protection from Evil
and Good, Shield of FaithX3
2nd Level (9 Spells): Blindness/DeafnessX3, Hold PersonX3, Spiritual WeaponX3
3rd Level (8 Spells): Animate DeadX2, Bestow CurseX2, Protection from EnergyX2, Spirit GuardiansX2
4th Level (6 Spells): BanishmentX2, Giant InsectX2, Spell ImmunityX2
5th Level (4 Spells): Flame StrikeX2, Insect PlagueX2
6th Level (2 Spells): Blade Barrier, Create Undead
7th Level (1 Spell): Regenerate

Shield of Faith (Abjuration)


Cleric Level: 1
Range: Touch Components: V, S, M
Casting Time: 1 Duration: 1 Turn/level
Area of Effect: Creature touched Saving Throw: None
This spell creates a shimmering magical field around the target that averts attacks. The spell grants the subject a +2
bonus on their Armor Class, with an additional +1 bonus for every 6 levels of the caster to a maximum of +5 bonus
at 18th level. The material component is piece of parchment with holy text written on it.

Protection from Energy (Abjuration)


Cleric Level: 3
Range: Touch Components: V, S, M
Casting Time: 3 Duration: 1 Turn/level or until discharged
Area of Effect: Creature touched Saving Throw: None
This spell grants temporary immunity to the type of energy specified when the spell is cast (acid, cold, electricity,
fire, light, necrotic sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of
120 points at 10th level), it is discharged. The material component is the Cleric’s holy symbol which is not
consumed in the casting.

Spirit Guardians (Conjuration)


Cleric Level: 3
Range: 0 Components: V, S, M
Casting Time: 3 Duration: 10 Turns
Area of Effect: 15 foo radius Saving Throw: See below
This spell calls forth spirits to protect the caster. The spirits flit around the caster out to a distance of 15 feet for the
duration. If the caster is good or neutral. The spirits appear angelic or fey (caster’s choice). If the caster is evil the
spirits appear fiendish.
When this spell is cast, the caster can designate any number of creatures within sight to be unaffected by it. Any
affected creature’s speed is halved in the area and when a creature first enters the area on their turn or begins their
turn in the area, they must make a Saving Throw vs Spells. On a failed save the creature takes 3D8 radiant damage
(if the caster is good or neutral) or 3d8 necrotic damage (if the caster is evil). On a successful save, the creature
takes half damage. The damage done by the Spirit Guardians increases by 1d8 / level of the caster above 5th. The
material component is the Cleric’s holy symbol which is not consumed in the casting.
Banishment (Abjuration)
Cleric Level: 4
Range: 60 feet Components: V, S, M
Casting Time: 4 Duration: Concentration, up to 10 rounds.
Area of Effect: 1 or more creatures Saving Throw: Negates
The caster attempts to send one or more creatures that can bee seen to another plane of existence. The target must
succeed on a Saving Throw vs Spells or be banished. If the target is native to the plane of existence they are on
when the spell is cast, they are banished to a harmless demiplane. While there the target is incapacitated. The target
remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied
space if that space is occupied. If the target is native to a different plane of existence they are on when the spell is
cast, they are banished with a faint popping noise, returning to their home plane. If the spell ends before the 10 turns
have elapsed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
Otherwise, the target doesn’t return. The caster can target one additional creature for every 2 levels the caster is
above 7th level. The material component is an item that is distasteful to the target.

Create Undead (Necromancy)


Cleric Level: 6
Range: 10 feet Components: V, S, M
Casting Time: 1 round Duration: See below
Area of Effect: 1 or more creatures Saving Throw: None
This spell can normally only be cast at night. The caster chooses up to three corpses of Medium or small humanoids
within range. Each corpse becomes a Ghoul under the caster’s control. Each round on the caster’s turn, the caster
can mentally command any creature they animated with this spell if the creature is within 120 feet. If the caster is
controlling more than one creature, they can command d any or all of them at the same time, issuing the same
command to each one. The caster decides what action the creature will take and where it will move during it’s next
turn, or they can issue a general command, such as to guard a particular chamber or corridor. If the caster issues no
commands, the creature basically defends itself against hostile creatures. Once given an order, the creature continues
to follow it until the task is complete. The creature is under the caster’s control for 24 hours, after which it stops
obeying any commands the caster has given it. To maintain control of a creature(s) for another 24 hours, the caster
must cast this spell on the creature(s) begore the current 24 hour period ends. This use of the spell reasserts control
over up to three creatures the caster has animated with this spell, rather than reanimating new ones. The material
component of this spell is the corpses and a 150 gp black opal for each corpse.
Clerics reanimate creatures according to the table below:
Level of Caster Ghouls Ghasts or Wights Mummies Spectres Vampires
11-14 3 0 0 0 0
15-19 4 0 0 0 0
20-24 5 2 0 0 0
25-29 6 3 2 0 0
30+ 7 4 3 2 1
Darakhul Shdowmancer
Relishing the darkness feared by others, the Shadowmancer’s undeath grants it
nothing but time to study its art.
Servants of Alquam - While most Darakhul follow the Hunger God, many
Shadowmancers praise the Demon Lord of Night, Alquam.
Never Alone - A Shadowmancer is rarely encountered alone; it is regularly
accompanied by Shadow Guardians, Shadow Skeletons or other horrors.
Frequent Spies - Often called upon by their emperor to serve as spies among the
cities of the surface world or as emissaries to the shadow fey, Darakhul
shadowmancers may be encountered virtually anywhere.
Master of Disguise - A Darakhul shadowmancer has the disguise capabilities of
an Assassin with a -10% chance to be detected. While using this ability, it loses its
Stench.
Shadow Stealth - While in dim light or darkness, the Darakhul shadowmancer can
Hide in Shadows as a 9th level Thief even if observed.

Stench - Any creature that starts its turn within 5 feet of the Darakhul shadowmancer must succeed on a Saving
Throw vs Poison at -2 or be -4 to hit and -4 on any skill rolls until the start of its next turn. If a creature’s saving
throw is successful or the effect ends for it, the creature is immune to the Darakhul’s Stench for the next 24
hours. A Darakhul using this ability can’t also benefit from Master of Disguise.
Sunlight Sensitivity - While in sunlight, the Darakhul shadowmancer has a -4 penalty on to hit rolls.
Turning Defiance - The Darakhul shadowmancer is turned as a special with a -4 penalty on the Clerics turn
roll. Any turn attempts against Ghouls within 30 feet of a Darakhul captain are at a -4 penalty on the Clerics
turn roll.
The Darakhul shadowmancer makes two attacks: one with its bite and one with its dagger.
Bite – Any creature bitten by a Darakhul shadowmancer must succeed on Saving Throw vs Poison or contract Darakhul
fever.
Dagger.- Melee or Ranged Weapon Attack.
As undead Darakhul shadowmancers are immune to Paralyzation, Poison, Sleep, and Charm.
Darakhul shadowmancers have treasure as a 9th level NPC plus 2,000 gp in coins and gems..
Spellcasting - The Shadowmancer is a 9th-level Magic User. It normally has one of the following selections of spells
prepared:
1st level (4 spells): Mage Armor, Chill Touch, Mirror Image
2nd level (3 spells): Misty Step, Detect Invisibility, Scorching Ray
3rd level (3 spells): Animate Dead, Dispel Magic, Stinking Cloud
4th level (2 spells): Confusion, Evard’s Black Tentacles, Wizard Eye
5th level (1 spells): Teleportation Circle

Misty Step (Conjuration)


Magic User Level: 3
Range: Self Components: V
Casting Time: 1 Segment (Special) Duration: Instantaneous
Area of Effect: Self Saving Throw: None
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Scorching Ray (Evocation)
Magic User Level: 2
Range: 120 feet Components: V, S
Casting Time: 2 Duration: Instantaneous
Area of Effect: 1 or more creatures Saving Throw: None
The caster creates three rays of fire and hurls them one or more targets within range. The caster must make an attack
roll for each ray. On a hit, the target takes 2d6 fire damage. For each two levels of the caster above 3rd the caster can
create one additional ray.

Teleportation Circle (Conjuration)


Magic User Level: 5
Range: 10 feet Components: V, S, M
Casting Time: 1 Turn Duration: 1 round
Area of Effect: See Below Saving Throw: None
As this spell is cast, the caster draws a 10-foot-diamter circle on the ground inscribed with sigils that link your
location to a permanent teleportation circle of the caster’s choice that is on the same plane of existence.
A shimmering portal opens within the circle and remains open until the end of the caster’s next tturn. Any
creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest
unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewher4e
within their confines. Each such circle includes a unique sigil sequence – a string of magical runes arranged in a
particular pattern. When a caster first gains the ability to cast this spell, they learn the sigil sequences for two
destinations on the Material Plane, determined by the Dm. A caster can leard additional sigisl sequences. A caster can
commit a new sigil sequence to memory after studying it for 10 rounds.
A caster can create a permanent teleportation circle by casting this spell in the same location every day for one year.
The caster need not use the circle to teleport when casting it in this manner.
The material component of this spell is magic chalk infused with gemstones that is used to inscribe the circle.

Most Shadowmancers are experts in the use of shadow magic, and some claim they invented the art (the Shadow fey
dispute this). An alternate spell list is below:
1st level (4 spells): Black Ribbons, Cloak of Shadow, Mage Armor, Ray of Sickness
2nd level (3 spells): Dark Path, Darkbolt, Detect Invisibility
3rd level (3 spells): Dispel Magic, Fear, Legion
4th level (2 spells): Shadow Monsters, Wizard Eye,
5th level (1 spells): Shadow Realm Gateway

Black Ribbons (Conjuration) (Shadow)


Magic User Level: 1
Range: 40 feet Components: V, S, M
Casting Time: 1 Duration: 10 rounds (Concentration)
Area of Effect: 20-foot cube Saving Throw: See below
You pull pieces of the Shadow Realm into your own reality, causing a 20-foot cube to fill with inky ribbons that reduce
the movement of any creature in the area by 1/2, and wrap around nearby creatures. Any creature that ends its turn in
the area becomes restrained (Movement of 0, no Dexterity bonus to AC, +4 to bet bit , -4 on saving throws involving
dodging) by the shadow ribbons until the end of its next turn unless it makes a successful Saving Throw vs Breath
Weapon.. Once a creature makes this saving throw successfully, it can't be restrained again by these black ribbons, but
its movement is still reduced. The material component of this spell is a piece of ribbon.
Cloak of Shadow (Illusion)
Magic User Level: 1
Range: 0 Components: V
Casting Time: 1 (See below) Duration: 10 rounds (Concentration)
Area of Effect: Self Saving Throw: None
You draw upon the endless Void to cloak yourself in shadow, giving you an opportunity to Hide in Shadows with a
+20% bonus from creatures that rely on sight. This spell can be cast in the same round as the attempt to Hide in
Shadows.

Ray of Sickness (Necromancy)


Magic User Level: 1
Range: 60 feet Components: V, S
Casting Time: 1 Duration: Instantaneous
Area of Effect: 1 creature Saving Throw: See below
A ray of sickening greenish energy lashes out toward a creature within range. The caster must make an attack roll to
hit the target. On a hit, the target takes 2D8 poison damage and must make a Saving Throw vs Poison or suffer a -4
penalty on attack rolls and ability checks until the end of the casters next turn.For every 2 levels the caster is above
1st the damage increases by 1D8 to a maximum of 10D8 at 21st level.

Dark Path (Conjuration) (Shadow)


Magic User Level: 2
Range: 30 feet Components: V, S, M
Casting Time: 2 Duration: 10 rounds (Concentration)
Area of Effect: See below Saving Throw: See below
You conjure a shadowy road between points to create a bridge or path where there was none before. This can
bridge a chasm or create a smooth path through difficult terrain to speed movement. The dark path is 10 feet wide
and up to 50 feet long. It can support up to 500 pounds of weight at one time. A creature that adds more weight than
the path can support sinks through the path as if it didn't exist. The material component for this spell is a lodestone.

Darkbolt (Evocation) (Shadow)


Magic User Level: 2
Range: 60 feet Components: V, S
Casting Time: 2 Duration: Instantaneous
Area of Effect: 1 or more creatures Saving Throw: See below
The caster says a quick evocation to create a black nimbus around your hand, then hurls three rays of darkness at one
or more targets in range. The rays can be divided between targets however the caster likes. The caster must make an
attack roll for each target (not each ray); each ray that hits does 1d10 cold damage. A target that was hit by any
number of rays must make a successful Saving Throw vs Death or be unable to use a reaction until the start of its next
turn. For each two levels of the caster above 3rd the caster can create one additional ray.

Legion (Conjuration) (Shadow)


Magic User Level: 3
Range: 60 feet Components: V, S, M
Casting Time: 3 Duration: 10 rounds (Concentration)
Area of Effect: 10 foot cube Saving Throw: None
The caster calls down a legion of shadowy soldiers in a 10-foot cube. They are conjured from the Shadow Realm, and
their features resemble a mockery of once-living creatures. Whenever a creature starts its turn inside the cube, within
5 feet of it, or enters the cube for the first time on its turn, the conjured shades make an attack using the caster’s
THACO; if it hits, the target takes 3d8 necrotic damage. The movement inside the cubematerial component for this
spell is a toy soldier.
Shadow Monsters (Illusion) (Shadow)
Magic User Level: 4
Range: 120 feet Components: V, S, M
Casting Time: 4 Duration: 10 rounds (Concentration)
Area of Effect: 1 or more creatures Saving Throw: Negates
Your spell targets up to 2 creatures within range. Each creature must make a Saving Throw vs Spells. If the saving
throw fails, the creature perceives its allies as hostile, shadowy monsters, and it must attack its nearest ally. An
affected creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save. The
caster may target one additional creature for every 3 levels above 9th to a maximum of 5 creatures at 18th level.. The
material component for spell is a doll.

Shadow Realm Gateway (Conjuration) (Shadow)


Magic User Level: 5
Range: 30 feet Components: V, S, M
Casting Time: 1 Turn Duration: 10 rounds (Concentration)
Area of Effect: See Below Saving Throw: None
By drawing a circle of black chalk up to 15 feet in diameter and chanting for one minute, the caster opens a portal
directly into the Plane of Shadow. The portal fills the chalk circle and appears as a vortex of inky blackness; nothing
can be seen through it. Any object or creature that passes through the portal instantly arrives safely on the Plane of
Shadow. The portal remains open for 10 rounds or until the caster loses concentration on it, and it can be used to
travel between the Plane of Shadow and the chalk circle, in both directions, as many times as desired during the
spell's duration. The material component for this spell is a piece of black chalk.
Darakhul Spy
The eyes and ears of the Ghoul Imperium, Darakhul spies originate from all nations and backgrounds and can
be found anywhere in the world..
Assassin Enmity - Darakhul spies are hated and feared by Assassins guilds the world over as they infringe on
their business. Many guilds have a standing reward for information leading to the capture and (extremely
painful and lingering) death of a Darakhul spy.
Complex Network - Darakhul spies might interact with each other without ever knowing they’re interacting
with another of the Imperium’s spies. Each spy has one superior to whom it reports and each superior spy has a
separate superior spy to whom it reports. Only the Emperor and his spymaster have knowledge of the intricacies
of the Imperium’s spy network and even they aren’t fully aware of the true identities of its furthest-reaching
agents.
Evasion - If the Darakhul spy is subjected to an effect that allows it to make a Dexterity saving throw to take
only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Master of Disguise - Darakhul spies are rarely without a slew of disguises, including wigs, colored pastes,
cosmetics, and clothing appropriate for various nationalities and economic levels. Some of the Imperium’s best
spies have spent decades hiding in plain sight in courts, taverns, and slums across the world. Most often their
odd behavior, such as taking meals privately or preferring to conduct business after sunset, is waved off as
eccentric rather than suspicious. A Darakhul spy has the disguise capabilities of an Assassin with a -15%
chance to be detected. While using this ability, it loses its Stench.
Sneak Attack - (1/Turn). The Darakhul spy deals quintuple damage when it hits a target with a weapon attack
and the target is impaired/ restrained/surprised or they can a make an assassination attempt as a 15th level
Assassin. When a target is within 5 feet of an ally of the Darakhul spy that isn’t incapacitated and the Darakhul
is not impaired/restrained the Spy can strike for quadruple damage.
Stench - Any creature that starts its turn within 5 feet of the Darakhul spy must succeed on a Saving
Throw vs Poison or be -4 to hit and -4 on any skill rolls until the start of its next turn. If a creature’s saving
throw is successful or the effect ends for it, the creature is immune to the Darakhul’s Stench for the next 24
hours. A Darakhul using this ability can’t also benefit from Master of Disguise.
Sunlight Sensitivity - While in sunlight, the Darakhul spy has a -4 penalty on to hit rolls.
Turning Defiance - The Darakhul spy is turned as a special with a -4 penalty on the Clerics turn
roll. Any turn attempts against Ghouls within 30 feet of a Darakhul spy are at a -4 penalty on the Clerics
turn roll.
Darakhul spies attack with a Claw, Bite and (usually poisoned and or enchanted) Shortsword or a (usually
poisoned and or enchanted) Light Crossbow.
Bite – Any creature bitten by a Darakhul spy must succeed on Saving Throw vs Poison at -1 or
contract Darakhul fever.
Claw – Any creature struck by the claw of a Darakhul spy must succeed on a Saving Throw vs
Paralyzation at -1 or be paralyzed for 10 rounds. A paralyzed target must succeed on a Saving Throw vs
Poison at -1 or contract Darakhul fever.
Darakhul spies will go to any lengths short of betraying their master to avoid allowing their true nature to
become known.
Darakhul spies will never wear any armor heavier than studded leather, unless disguised, and have an 18
Dexterity. As undead Darakhul spies are immune to Paralyzation, Poison, Sleep, and Charm.
Darakhul spies have treasure as a 15th level NPC plus 15,000 gp in very high value coins and gems.

Darakhul Fever: Any creature potentially infected with Darakhul fever. from a Daraakhul,must make a Saving
Throw vs Death, at the appropriate penalty, to avoid infection. If the saving throw is failed after 1 day the
victim suffers 1d6 Constitution and 1d3 Dexterity damage. The next day and every day after the victim must
make another Saving Throw vs death or suffer another 1d6 Constitution and 1d3 Dexterity damage. Two
consecutive saving throws result in a cure. If either Dexterity or Constitution reaches 0 the victim dies.
If a creature dies while infected with Darakhul fever roll a d20, add the Creatures level divided by 2, and find
the result on the Table below to determine what undead form the victim’s body rises in the next night:
Roll Result
1–5 None; victim is simply dead
6–10 Ghoul
11–15 Ghast
16-25 Darakhul (1D10)
1-6 Darakhul
7 Darakhul, Captain
8 Darakhul, High Priestess
9 Darakhul, Shadowmancer
10 Darakhul, Spy
26+ Special

Darakhul Fever Special Undead Table


Agarat 01 Ghoul, Mindrender 47-49
Agarat, Greater 02 Ghoul, Plague 50-52
Agarat II 03 Ghoul, Pustule 53-55
Agarat, Greater II 4 Ghoul, Pustular 56-58
Archghoul 05-06 Ghoul, Quick Animation 59-61
Asanbosam 07-08 Ghoul, Roaring 62-63
Ghast 09-10 Ghoul, Shadow 64-66
Ghol 11-13 Ghoul, Sovereign 67
Ghoul 14-16 Ghoul, Spawn 68-69
Ghoul, Atrophy 17-19 Ghoul, Spitting 70-72
Ghoul, Bloated 20-21 Ghoul, Suppressive 73-74
Ghoul, Bone 22-24 Ghoul, Tar 75-76
Ghoul, Cinder 25 Ghoul, Thought 77-78
Ghoul, Colony 26 Ghoul, Vampiric 79
Ghoul, Corpulent 27 Ghoul, Waning 80-82
Ghoul, Crimson 28-29 Ghoul Master 83-84
Ghoul, Darakhul 30-31 Ghouloid 85-86
Ghoul, Darkness 32-33 Glulaz 87
Ghoul, Deliberate 34-35 Howlfiend 88-89
Ghoul, Gibbering 36-37 Morghoul 90-91
Ghoul, Hulking 38 Shub-Niggurath’s Slime Ghouls 92-93
Ghoul, Husk 39-41 Slarecian Ghoul 94
Ghoul, Leng 42 Slime Ghoul 95-96
Ghoul, Lesion 43-44 Srin-po 97-98
Ghoul, Mad 45-46 Vampire Ghoul 99-00
Ghoul, Darkness
Climate/Terrain: Any land, prefers underground
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: B, Q, R, S, T
Alignment: Chaotic evil
Number Appearing: 2- 8
Armor Class: 7
Movement: 12”
Hit Dice: 7+14
THAC0: 14
Number of Attacks: 2
Damage/Attack: 2D6+3 (Bite), 2D4+3 (Claw)
Special Attacks: Paralyzation, Shadow Bolt
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 5,250+14/hit point
Suddenly appearing out of the darkness these creatures resemble Ghouls but their skin tone is dusky and grey.
Shadow Stealth - While in dim light or darkness, the Ghoul can attempt to Hide in Shadows as a 10th level
Thief (63%) even when being observed. This can be done in addition to another action in a round.
Sunlight Weakness - While in sunlight, the Ghoul has a -4 penalty on attack rolls, ability checks, and saving
throws.
Shadow Bolt – To Hit roll required. Range 60 ft. 5d6 cold damage. The target must succeed on a Saving Throw
vs Death or become blinded for 10 rounds. This attack is done in place of physical attacks.
The Ghoul makes two attacks, one with its bite and one with its claws.
Any creature other than an elf, struck by the Ghoul’s claws it must succeed on a Saving Throw vs Paralyzation
or be paralyzed for 10 rounds.
As undead Darkness ghouls are immune to Paralyzation, Poison, Sleep and Charm. In addition, they are
immune to Cold and Necrotic Damage. Darkness ghouls are turned as Wraiths.
Ghoul, Deliberate
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1-3 (Claws)X2, 1-6 (Bite)
Special Attacks: Paralyzation, Focused attack
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 137+2/hit point

Deliberate ghouls are undead creatures, once human, who now feed on the flesh of corpses.
Although the change from human to Ghoul has deranged and destroyed their minds, Ghouls have
a terrible cunning which enables them to hunt their prey most effectively. Deliberate ghouls are
vaguely recognizable as once having been human but have become horribly disfigured by their
change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones,
the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Deliberate ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch
causes creatures, excluding elves, to become rigid unless a saving throw versus paralyzation is
successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest. This cunning
Ghoul can focus on a particular weak spot. By forgoing its claw attacks this ghoul can attack
with a precise bite. The focused bite is at +2 to attack, 2d6 damage, and the Saving Throw vs
paralysis is made with a -2. Any creature killed by a Deliberate ghoul attack will rise as a
Deliberate ghoul unless blessed (or blessed and then resurrected). Obviously, this is also avoided
if the victim is devoured by the ghouls. These creatures are subject to all attack forms except
Sleep, Charm, Paralyzation and Poison. They can be turned by priests of any level. The magic
circle of Protection from Evil actually keeps ghouls completely at bay.
Ghoul, Dust
Climate/Terrain: Plane of Molten Skies
Frequency: Very rare
Organization: Solitary, Gang, or Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: High
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1, 2–5, 6–12
Armor Class: -1
Movement: 16”/16” (Flight)/8” (Burrow)
Hit Dice: 12+48
THAC0: 9
Number of Attacks: 3
Damage/Attack: 1D8 (Claws)X2, 2D6 (Bite)
Special Attacks: Ravening Claws, Paralyzing Shriek, Earth Mastery, Animate Dust
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Fanatic
XP Value: 34,000+40/hit point
This monster appears as a dust-covered creature with decaying flesh pulled tight over its humanoid frame. Its teeth are
pointed fangs and its hands end in wicked, dirt-covered and blood-soaked claws.
Animate Dust - Once per day, a Dust ghoul can cause 1d4 ghostly humanoid-shaped creatures to materialize from an
area of dust and earth within 100 feet. The dust ghoul can control and direct these creatures as long as it is “alive” and
within 100 feet. The dust creatures have a speed of 4” and each has only one attack; a grapple. Each attacks as s 6 hit
die monster. A dust creature holds but does not harm creatures it grapples. A successful attack prevents the victim
from moving, they can attack as normal, until they make a Bend Bars/Lift Gate roll to break free. The dust humanoids
are immune to all attacks and spells, except water-based spells and effects. A gallon of water instantly destroys a dust
humanoid. If the dust ghoul moves more than 100 feet away from a dust creature, that dust creature collapses into a
pile of harmless dust. If the dust ghoul is destroyed, all dust creatures it animated collapse.
Ravening Claws - A Dust ghoul’s claws are razor-sharp. It has twice the normal chance of a critical hit. On a
successful critical hit with a claw, it deals triple damage or adds an additional 1D8 to the critical damage.
Earth Mastery - A Dust ghoul gains a +1 bonus on attack and damage rolls if its foe is touching the ground. If an
opponent is waterborne, the Dust ghoul takes a -4 penalty on attack and damage rolls.
Paralyzing Shriek - Once per 10 rounds, a Dust ghoul can unleash a hellish shriek that paralyzes any creature within
60 feet that hears it. Affected creatures that succeed on a Saving Throw vs spell at -3 negate the paralysis. This is a
mind-affecting, fear and sonic effect.
As undead Dust ghouls are immune to Paralyzation, Poison, Sleep and Charm. Dust Ghouls are turned as Wraiths.
When a humanoid creature dies on the Parched Expanse on the Plane of Molten Skies, there is a good chance it
returns from the afterlife as a Dust ghoul—an undead flesh-eating creature composed of dust and earth.
Dust ghouls haunt the Parched Expanse, preying on unwary travelers who linger too long in their hunting grounds.
These creatures savor the taste of human flesh and devour such a kill with great ferocity.
Dust ghouls predicate their arrival by animating dust into ghostly humanoids that immediately move to grapple
potential prey. Dust ghouls then move in (often swooping in from above) and attempt to paralyze their foes with their
shriek. Prey is then torn to pieces by the dust ghouls using its claws and fangs. If a dust ghoul is slain, it crumbles into
a pile of dust.
GHOUL, EMPEROR
Climate/Terrain: Any underground
Frequency: Unique
Organization: Solitary
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Supra genius
Treasure: TBD
Alignment: Neutral evil
Number Appearing: 1
Armor Class: 0
Movement: 12”, 6” (Burrow)
Hit Dice: 24D8 + 96
THAC0: -3
Number of Attacks: 3
Damage/Attack: 2D6+4 (Claws)X2, 2D8+4
(Bite), 1D10+4 + 5D6 necrotic
(Scepter)
Special Attacks: See Below
Special Defenses: See Below
Magic Resistance: Standard
Size: Medium
Morale: Fearless
XP Value: 117,000+70/hit point

This man of middle years, with black hair and flesh as white as ivory, wears black and purple clothes and a
silvery crown set with emeralds. His feet are sheathed in black boots, and his arms and fingers are covered in
rich gold and silver jewelry. He holds a skull-topped scepter. Emperor Nicoforus the Pale rules the empire of
the darakhul. The civilized ghouls of the empire carved glory from flesh and stone under Nicoforus’ leadership.
He led the empire to victory against the dark elves, and now that race is all but extinct in any territory the
Ghouls control. Unexpected Courtesy. The emperor muses about what prizes exist under the sky. Emperor
Nicoforus has a soul of steel and hunger like the deepest chasms of the underworld. Despite his ambition, he is
extremely civilized and urbane, treating even hated enemies with strict courtesy even up to the moment that he
devours their bones.
THE GHOUL EMPEROR’S LAIR
Emperor Nicoforus’s lair is his palace in the center of the White City, the capital of the darakhul empire. He is
attended by elite ghoul warriors of the Iron Legion, and his subjects hold him in divine esteem. Anyone who
raises a hand against the emperor soon finds themselves opposed by an entire empire.
Lair Actions
At the beginning of a round, the Emperor takes a lair action to cause one of the following effects; the
Emperor can’t use the same effect two rounds in a row:
• Until the following round, all creatures other than undead and constructs who take necrotic damage take
an additional 2d6 necrotic damage.
• The emperor targets a creature within 30 feet that he can see. The creature must succeed on a Saving
Throw vs Death or take 4d8 necrotic damage. The emperor regains hp equal to the damage dealt.
• A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet
high, and 5 feet thick. A creature in the wall’s space when it appears must succeed on a Saving Throw vs
Breath Weapon or take 3d6 cold damage; then the creature is pushed to either side of the wall (the
creature’s choice). Each 5-foot section of the wall has AC 10, 15 hit points, take ½ piercing and slashing
damage, is immune to cold, poison, and psychic damage, and takes 2X fire damage. The wall disappears
when the Emperor uses this lair action again or when the Emperor dies.
Regional Effects
The region around the Emperor’s lair is warped by his magic, which creates one or more of the following
effects:
• Creatures within 1 mile of the lair who are infected with darakhul fever have a -4 penalty on saving
throws against spells and effects generated by Ghouls or Darakhul.
• Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24
hours after their deaths. These undead never attack Ghouls or Darakhul but instinctively obey their
commands.
• Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. Each
• light sheds dim light in a 10-foot radius. An undead in this dim light gains 1d6 temporary hit points at
the start of each of its turns. Temporary hit points an undead gains from this regional effect add to any
temporary hp the undead gained from this regional effect but not from other effects. The undead’s
temporary hit points can’t exceed half its maximum hit points.
• If the emperor dies, dead reanimated as skeletons or zombies crumble to dust after 1d10 days. The other
• effects end immediately.
Legendary Resistance (3/Day) - If the Emperor fails a saving throw, he can choose to succeed instead.
Sunlight Sensitivity - While in sunlight, the Emperor has disadvantage on attack rolls as well as ability checks
that rely on sight.
Turning Defiance - The Emperor is turned as a special with a -4 penalty on the Clerics turn roll
Blood Armor - When the Emperor takes damage from a creature he can see within 60 feet of him, the attacker
takes necrotic damage equal to half the damage it dealt to the Emperor.
Legendary Actions
The Emperor can take 3 legendary actions, choosing from the options below. Only one legendary action option
can be used at a time and only at the end of another creature’s turn. The Emperor regains spent legendary
actions at the start of his turn:
Attack - The Emperor makes one claw or bite attack.
Font of Power - (Costs 3 Actions). Roll a d8; the Emperor regains one spell of that level or lower.
Spellcasting - The Emperor is a 18th level Magic User with an Intelligence of 20. He has the following wizard
spells prepared:
1st level (5 Spells): Charm PersonX2, Magic Missile, Shield, Thunderwave
2nd level (5 Spells): Hold PersonX2, Mirror Image, Misty Step
3rd level (5 Spells): Counterspell@2, Fear, FireballX2
4th level (5 Spells): BlightX2, Dimension Door, Phantasmal KillerX2
5th level (5 Spells): CloudkillX2, Dominate PersonX2, Hold Monster
6th level (3 Spells): Circle of DeathX2, Create Undead
7th level (3 Spells): Finger of DeathX2, Teleport
8th level (2 Spells): Bigbys Clenched Fist, Power Word Stun
9th level (1 Spell): Power Word Kill

Thunderwave (Evocation)
Level: 1 (Magic User, Druid) Casting Time: 1 Segment
Range: 0 Components: V, S
Duration: Instantaneous Area of Effect: 15’ Cube
Saving Throw: ½
A wave of thunderous force sweeps out from you. Each creature in a 15’ cube originating from you must make
a saving throw vs death. On a failed save a creature takes 2d8 + 1d8/ 2 levels thunder damage and is pushed 10
feet away from you. In a successful save the creature takes ½ damage and is not pushed. In addition, unsecured
objects that are completely within the area of effect are automatically pushed 10 feet away from you by the
spell’s effect, and the spell emits a thunderous boom that is audible out to 300 feet.

Misty Step (Conjuration)


Magic User Level: 3
Range: Self Components: V
Casting Time: 1 Segment (Special) Duration: Instantaneous
Area of Effect: Self Saving Throw: None
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Counterspell (Necromancy)
Magic User Level: 3
Range: 60 feet Components: S
Casting Time: Special Duration: Instantaneous
Area of Effect: One creature Saving Throw: None
The caster attempts to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd
level or lower, the spell fails and has no effect. If the creature is casting a spell of 4th level or higher, the caster
must roll a D20 with a bonus of +1 per point of Intelligence over 15. If the roll exceeds 10 + the level of the
spell, the spell fails as above. The caster can sacrifice a memorized spell of 4th level or higher, the interrupted
spell has no effect if its level is equal to or less than the level of the sacrificed spell. This spell can be cast at any
time the caster sees a creature within range attempting to cast a spell, even it is not during the caster’s turn.

Blight (Necromancy)
Magic User Level: 4
Range: 30 feet Components: V, S
Casting Time: 4 Duration: Instantaneous
Area of Effect: One creature Saving Throw: ½
Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and
vitality from it. The target must make a Saving Throw vs Death. The target takes 8d8 necrotic damage on a
failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you
target a plant creature or a magical plant, it makes the saving throw with a -4 penalty, and the spell deals
maximum damage to it. If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't
make a saving throw, it simply withers and dies.

Circle of Death (Necromancy)


Magic User Level: 6
Range: 150 feet Components: V, S, M
Casting Time: 6 Duration: Instantaneous
Area of Effect: 60 foot radius sphere Saving Throw: ½
A sphere of necromantic energy ripples out in a 60 foot radius sphere from a point within range. draining
moisture and vitality from it. The target must make a saving throw vs death. Each creature in that area must
make a Saving Throw vs Death. A target takes 8d6 necrotic damage on a failed save, or half as much damage
on a successful one. For every 2 levels of the caster above 14th the spell does an additional 2d6 damage. The
material component of this spell is the powder of a crushed black pearl worth at least 500 gp.

Create Undead (Necromancy)


Magic User Level: 6
Range: 10 feet Components: V, S, M
Casting Time: 1 round Duration: See below
Area of Effect: 1 or more creatures Saving Throw: None
This spell can normally only be cast at night. The caster chooses up to three corpses of Medium or small
humanoids within range. Each corpse becomes a Ghoul under the caster’s control. Each round on the caster’s
turn, the caster can mentally command any creature they animated with this spell if the creature is within 120
feet. If the caster is controlling more than one creature, they can command d any or all of them at the same time,
issuing the same command to each one. The caster decides what action the creature will take and where it will
move during it’s next turn, or they can issue a general command, such as to guard a particular chamber or
corridor. If the caster issues no commands, the creature basically defends itself against hostile creatures. Once
given an order, the creature continues to follow it until the task is complete. The creature is under the caster’s
control for 24 hours, after which it stops obeying any commands the caster has given it. To maintain control of a
creature(s) for another 24 hours, the caster must cast this spell on the creature(s) begore the current 24 hour
period ends. This use of the spell reasserts control over up to three creatures the caster has animated with this
spell, rather than reanimating new ones. The material component of this spell is the corpses and a 150 gp black
opal for each corpse.
Clerics reanimate creatures according to the table below:
Level of Caster Ghouls Ghasts or Wights Mummies Spectres Vampires
11-14 3 0 0 0 0
15-19 4 0 0 0 0
20-24 5 2 0 0 0
25-29 6 3 2 0 0
30+ 7 4 3 2 1

The Emperor is immune to Poison, Paralyzation, Sleep, and Charm and takes ½ damage from cold and
necrotic sources. +2 or better weapons are needed to damage the Emperor.
Ghoul, Gaunt Ascetic
Climate/Terrain: Any land
Frequency: Rare
Organization: Solitary or Pair
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Exceptional
Treasure: B, Q, R, S, T
Alignment: Lawful Evil
Number Appearing: 1 or 2
Armor Class: 0
Movement: 12”
Hit Dice: 9+45
THAC0: 12
Number of Attacks: 1
Damage/Attack: 4D8+7 (Disrupting Touch)
Special Attacks: Channel Negative Energy
Special Defenses: Undead immunities,
Magic Resistance: Standard
Size: M
Morale: Fanatic
XP Value: 22,400+30/hit point
A skeletally-thin humanoid with pale skin inscribed with arcane symbols gazes through glowing red eyes. Its
mouth is disfigured and lacking teeth.
Few Ghouls can resist the urge to feed. Even fewer are capable of deliberate fasting. However, among those
rare few, some choose to delve into the depths of deathless hunger. There they find dark enlightenment, an
answer to the very nature of the consuming darkness that animates all undead beings. They learn that appeasing
hunger only blinds one to the truth, stopping a ghoul from achieving more. This heretical message, which gaunt
ascetics spread among the undying denizens of Nemret Noktoria draws the wrath of the Kabriri priesthood, who
hunt ascetics as rebels who challenge the rule of Him Who Gnaws
Turning Resistance - The Gaunt Aesthetic ghoul is turned as a special with a -4 penalty on the Clerics turn
roll.
Channel Negative Energy – This ability creates a burst of negative energy that does 5D6 damage to all non-
undead creatures in a 30 foot radius of the Gaunt Aesthetic ghoul. A successful Saving Throw vs Death at -4
results in ½ damage. All non-undead creatures in the burst must succeed on a Saving Throw vs Paralyzation at
-4 or be paralyzed for 1D4+1 rounds. Any undead creatures in the burst are healed for 5D6 points of damage.
This ability may be used 10 times per day.
Animating Touch - As an action, a Gaunt Aesthetic ghoul can expend a single channel negative energy use to
animate a corpse with a touch, raising the body as an uncontrolled zombie or a skeleton with a maximum
number of 9 hit dice.
Disrupting Touch - A Gaunt Aesthetic ghoul’s touch deals damage equal to 4D8+7 points to any creature,
living or undead.
As undead Gaunt Aesthetic ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Gibbering
Climate/Terrain: Any Underground
Frequency: Rare
Organization: Solitary
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: 6
Movement: 10"
Hit Dice: 8
THAC0: 13
Number of Attacks: 3 or 2
Damage/Attack: 1D4(Claw)/1D4(Claw)/1D6 (Bite) or Bite /Dagger
Special Attacks: Paralyzation, Level Drain
Special Defenses: Magical or Silver weapons to hit
Magic Resistance: Standard
Size: M
Morale: Fanatic (18)
XP Value: 1,625+10/hit point
A high level ghoul. The Gibbering Ghouls favorite victims are Clerics and Paladins as it is turned as a Mummy. Its
body is rubbery and very strong. Claw and Bite attacks require a Saving Throw vs Paralyzation or be paralyzed for
1-20 turns, this includes elves. The dagger attack drains 1-4 life levels.
As undead Gibbering Ghouls are immune to Sleep, Charm, Poison, and Paralysis.
Ghoul, Hulking
Climate/Terrain: Any land
Frequency: Very Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: B, Q, R, S, T
Alignment: Chaotic evil
Number Appearing: 2-8
Armor Class: 3
Movement: 12”, 12” (Climb)
Hit Dice: 10D12+50
THAC0: 10
Number of Attacks: 3
Damage/Attack: 8D4+4 (Bite), 4D6+5 (Claws)X2
Special Attacks: Grab, Boulder
Special Defenses: Undead immunities, silver or magic weapon to hit
Magic Resistance: Standard
Size: Huge
Morale: Fearless
XP Value: 33,700+25/hit point
Death Eater - The Hulking ghoul cannot have its hit point maximum reduced by any means.
Death Sense - The Hulking ghoul knows the direction of an undead or corpse within 1 mile of it.
Fear of the Light - When the Hulking ghoul takes radiant damage or starts its turn in sunlight, the Hulking
ghoul must Save vs Spell or flee in terror until the end of its next turn
Rapid Regeneration - The Hulking ghoul can regain 20 hit points at the start of each of its turns as long as it
has not taken radiant damage or in sunlight.
Pack Tactics - The Hulking ghoul has advantage on attack rolls against a creature if at least one of the Hulking
ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated.
Siege Monster - The hulking ghoul can deal double damage to buildings and objects
Undying Fortitude - Upon dropping to 0 hitpoints, the Hulking ghoul can make a Saving Throw with a penalty
equal to half the damage dealt. On successful saving throw, the Hulking ghoul remains at 1 hit point instead.
The Hulking ghoul can make a bite and two claw attacks.
Bite – Any creature bitten by a Hulking ghoul must succeed a Saving Throw vs Death at -3 or be inflicted with
Ghoul Fever.
Claws - Upon a hit, Medium and smaller creatures must succeed a Saving Throw vs Paralyzation or be grabbed
and restrained (0 movement, -4 to hit. +4 to be bit, -4 on saving throws involving dodging). The Hulking ghoul
has two hands that it can grab one creature each. For the duration of the grab, it cannot make a claw attack
against another target but can make an additional bite attack against a grappled creature.
Boulder - 240ft 10d10+5 bludgeoning damage. Upon a hit, the target must succeed a Saving Throw vs Breath
Weapon or be knocked prone.
Screech - Creatures other than undead in a 60ft. radius that can hear the Hulking ghoul must succeed a Saving
Throw vs Spell at -3 be subject to a Fear spell for 10 rounds At the end of each of its turns, creatures can
repeat the saving throw to end the effect on a success. Upon ending this effect, creatures are immune to being
frightened in this manner for the next 24 hours
Aggressive - The Hulking ghoul can move up to double its movement speed in combat to reach a hostile
creature that it can see within range and still attack at the end of that move. This can be done once per round on
the Ghoul’s turn.
Devour - When a creature the Hulking ghoul can see within 120ft. is reduced to 0 hitpoints, the Hulking ghoul
can move up to its movement speed to make a melee attack. Upon a hit, that creature is instantly killed and the
Hulking ghoul regains 20 hit points upon using this feature.
Ghoul Fever - Any creature bitten by a Hulking ghoul can contract Ghoul fever. Saving Throw vs Death to
avoid. If the saving throw is failed after 1 day the victim suffers 1d3 Constitution and 1d3 Dexterity damage.
The next day and every day after the victim must make another Saving Throw vs Death or suffer another 1d3
Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a cure. If either Dexterity or
Constitution reaches 0 the victim dies. A creature who dies of ghoul fever contracted from a Hulking ghoulrises
as a Hulking ghoulat the next midnight.
As undead Hulking ghouls are immune to Paralyzation, Poison, Sleep, Charm and Necrotic damage.
Ghoul, Husk
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 3-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1D3 (Claws)X2, 1D6 (Bite)
Special Attacks: Paralyzation, Feeding Frenzy
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Medium
Morale: Steady
XP Value: 200+2/hit point
Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from
human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to
hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human but have become
horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from
cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans
(including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving
throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.
Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or
blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul
packs always attack without fear.
Ceaseless Hunger - Upon a hit with a melee attack, that creature cannot regain hit points until the end
of its next turn.
Consume - When the Husk ghoul deals a critical hit, it regains a number of hit points equal to the damage dealt.
Feeding Frenzy - When the Husk ghoul attacks a creature below half its hit point maximum, it can do so with a
+4 bonus to hit. Additionally, it can make one additional bite attack as part of that ability
Withering Bite - When a creature fails its Saving Throw due to the Ghoul's bite, its hit point maximum is
reduced by the damage dealt. If the target's hit points are reduced to 0 or below, it is instantly killed.
This reduction can be removed upon using Restoration, Heal or completing an overnight rest.
As undead Ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Husk is a template that can be added to any type of Ghoul by adding the four special abilities above.
Above is a baseline Ghoul with the Husk features added
Ghoul, Imperial
Climate/Terrain: Urban and underground
Frequency: Rare
Organization: Solitary, pair, or gang
Activity Cycle: Any
Diet: Carnivore
Intelligence: High
Treasure: See below
Alignment: Chaotic Evil
Number Appearing: 1, 2, 3–12
Armor Class: 2
Movement: 12”/6” (Burrow)
Hit Dice: 5D8+15
THAC0: 16
Number of Attacks: 3
Damage/Attack: 1D4 (Claws)X2, 1D6+1 (Bite) +
specials
Special Attacks: Paralyzation, disease
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 3,200+12/hit point
This ghoul stands tall and proud, his grey flesh robust and muscled,
his sharp talons stained black, and his clothing strangely well kept.
His flickering red eyes have an intelligent, malicious gleam. The ghoul looks over in a calculating appraisal
while licking each gore-coated talon on one hand with the tip of his long tongue.
Imperial ghouls are a large middle class and serve as its shock troops in battle. Treated like auxiliaries, they get
the most difficult tasks: to engage and hold foes while others outflank them. Many imperial ghouls are eager to
prove themselves as hunters, as warriors, or as spies.
Paralyzation – Any creature struck by an Imperial ghoul must make a saving throw or be paralyzed for 1-4
rounds. Elves are immune to this effect.
Disease - Ghoul Fever - Any creature bitten by an Imperial ghoul can contract Ghoul fever. Saving Throw vs
death to avoid. If the saving throw is failed after 1 day the victim suffers 1d3Constitution and
1d3 Dexterity damage. The next day and every day after the victim must make another Saving Throw vs death
or suffer another 1d3 Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a cure. If
either Dexterity or Constitution reaches 0 the victim dies. A creature who dies of ghoul fever contracted from a
Imperial ghoul rises as a Ghoul at the next midnight.
Imperial ghouls have treasure as a 9th level NPC and will use any magic items available to them including
weapons..
As undead Imperial ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Imperial, Greater
Climate/Terrain: Urban and underground
Frequency: Rare
Organization: Solitary, pair, or gang
Activity Cycle: Any
Diet: Carnivore
Intelligence: High
Treasure: See below
Alignment: Lawful Evil
Number Appearing: 1, 2, 3–12
Armor Class: 4
Movement: 12”/6” (Burrow)
Hit Dice: 17+17
THAC0: 4
Number of Attacks: 3
Damage/Attack: 4D6 (Claws)X2, 2D8 (Bite) +
special or by weapon
Special Attacks: Paralyzation, disease
Special Defenses: Undead immunities, Turning
Defiance
Magic Resistance: Standard
Size: Medium
Morale: Champion
XP Value: 32,000+35/hit point
An imperial stands tall and proud, it’s gray flesh robust and muscled, its sharp talons stained and it's clothing
strangely well kept. Its flickering red eyes have an intelligent, malicious gleam,
Imperial ghouls are the shock troops of the ghoul empire, and eager to spread its power and influence. Treated
like auxiliaries, they get the difficult tasks; to engage hold foes while darakhul, iron legionnaires, and others
flank them.
Many believe that the hunger cults or necrophagi know the secret of transforming Imperial ghouls into Iron
ghouls. This rumor gives them hope of advancement. Their power over lesser Ghouls and slaves gives them a
taste of tyranny. Because they are ambitious and always hungry for more power Imperial ghouls are eager to
prove themselves as hunters, as warriors and as spies.
Unlike a standard Darakhul, an Imperial ghoul does not suffer from sunlight and feels little need to disguise its
true appearance.
Turning Defiance – The Imperial ghoul is turned as a special with a -4 penalty on the Clerics turn roll. Any
turn attempts against Ghouls within 30 feet of an Imperial ghoul are at a -4 penalty on the Clerics turn roll.
Paralyzation – Any creature struck by the claws of an Imperial ghoul must make a saving throw or be
paralyzed for 10 rounds.
Disease - Darakhul Fever: Any creature bitten by a Imperial ghoul can contract Darakhul fever. Saving Throw
vs death at -5 to avoid. If the saving throw is failed after 1 day the victim suffers 1d6 Constitution and 1d3
Dexterity damage. The next day and every day after the victim must make another Saving Throw vs death at -5
or suffer another 1d6 Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a cure. If
either Dexterity or Constitution reaches 0 the victim dies.
A creature that dies while infected with Darakhul fever infected by an Imperial ghoul rises as a Ghoul the next
night.
Imperial ghouls always carry a light crossbow for ranged attacks.
Imperial ghouls have treasure as 20th level NPC and will use any magic items available to them including
weapons.
As undead Imperial ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Iron
Climate/Terrain: Underground
Frequency: Very rare
Organization: Solitary, pair, or vexillation
Activity Cycle: Any
Diet: Carnivore
Intelligence: High
Treasure: See below
Alignment: Lawful Evil
Number Appearing: 1, 2, or 3-12
Armor Class: -1
Movement: 12”/8” (Burrow)
Hit Dice: 12+36
THAC0: 9
Number of Attacks: 3
Damage/Attack: 1D4+1 (Claw)X2, 1D8+2 (Bite), by weapon + special
Special Attacks: Paralyzation, disease
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Medium
Morale: Fearless
XP Value: 26,000+35/hit point
Iron ghouls are the elite members of the imperial legions, acting as non-commissioned officers, officers, and
standard-bearers. They feed from the slave pits and march on the orders of the Darakhul nobility. Three legions
of iron ghouls directly serve their emperor.
This brutal and vicious looking ghoul carries a cruel bastard sword, and dark, dried blood permanently stains its
forearms up to its elbows. Its breastplate and open-faced helm are black iron with brass trim, and the helm’s
crest is a ruby-dyed horsehair mohawk. Glowing, rust-colored eyes penetrate with a calculating stare of
restrained hunger.
Iron ghouls can attack with either 2 claws and a bite or 1 claw, a bite and a melee weapon, usually a bastard
sword. They also carry a heavy bone crossbow for ranged attacks.
Paralyzation – Any creature struck by the claws or bite of an Iron ghoul must make a saving throw at -2 or be
paralyzed for 1-4 rounds. Elves are immune to this effect.
Disease - Ghoul Fever: Any creature bitten by an Iron ghoul can contract Ghoul fever. Saving Throw vs death
at -2 to avoid. If the saving throw is failed after 1 day the victim suffers 1d6 Constitution and 1d3 Dexterity
damage. The next day and every day after the victim must make another Saving Throw vs death at -5 or suffer
another 1d6 Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a cure. If either
Dexterity or Constitution reaches 0 the victim dies.
A creature that dies while infected with Ghoul fever infected by an Iron ghoul rises as a Ghoul the next night.
Iron ghouls have treasure as 20th level NPC and will use any magic items available to them including weapons.
As undead Iron ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Iron, Greater
Climate/Terrain: Underground
Frequency: Very rare
Organization: Solitary, pair, or vexillation
Activity Cycle: Any
Diet: Carnivore
Intelligence: High
Treasure: See below
Alignment: Lawful Evil
Number Appearing: 1, 2, or 3-12
Armor Class: 4
Movement: 12”/8” (Burrow)
Hit Dice: 22+44
THAC0: 9
Number of Attacks: 2 or 3
Damage/Attack: 4D6 (Claw), 3D8 (Bite), by weapon + special
Special Attacks: Paralyzation, disease
Special Defenses: Undead immunities, Turning Defiance
Magic Resistance: Standard
Size: Medium
Morale: Fearless
XP Value: 73,000+65/hit point
Iron ghouls are the elite members of the imperial legions, acting as non-commissioned officers, officers, and
standard-bearers. They feed from the slave pits and march on the orders of the Darakhul nobility. Three legions
of iron ghouls directly serve their emperor.
This brutal and vicious looking ghoul carries a cruel bastard sword, and dark, dried blood permanently stains its
forearms up to its elbows. Its breastplate and open-faced helm are black iron with brass trim, and the helm’s
crest is a ruby-dyed horsehair mohawk. Glowing, rust-colored eyes penetrate with a calculating stare of
restrained hunger.
Iron ghouls can attack with either a claw and a bite or 3 attacks with a melee weapon, usually a glaive. They
also carry a heavy bone crossbow for ranged attacks.
Paralyzation – Any creature struck by the claws or bite of an Iron ghoul must make a saving throw at -3 or be
paralyzed for 10 rounds. Elves are immune to this effect.
Disease - Darakhul Fever: Any creature bitten by an Iron ghoul can contract Darakhul fever. Saving Throw vs
death at -3 to avoid. If the saving throw is failed after 1 day the victim suffers 1d6 Constitution and 1d3
Dexterity damage. The next day and every day after the victim must make another Saving Throw vs death at -3
or suffer another 1d6 Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a cure. If
either Dexterity or Constitution reaches 0 the victim dies.
A creature that dies while infected with Darakhul fever infected by an Iron ghoul rises as a Ghoul the next
night.
Turning Defiance – The Iron ghoul is turned as a special with a -4 penalty on the Clerics turn roll. Any turn
attempts against Ghouls within 30 feet of an Iron ghoul are at a -4 penalty on the Clerics turn roll.
Iron ghouls have treasure as 25th level NPC and will use any magic items available to them including weapons.
As undead Iron ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Kleshite

Monstrous Collection
Ghoul, Leng
Climate/Terrain: Any
Frequency: Very rare
Organization: Solitary, pair, or cult
Activity Cycle: Any
Diet: Carnivore (Carrion)
Intelligence: Genius
Treasure: F, T
Alignment: Chaotic Evil
Number Appearing: 1, 2, or 3–8
Armor Class: -5
Movement: 12”/12” (Burrow)/12” (Climb)
Hit Dice: 12+72
THAC0: 9
Number of Attacks: 3
Damage/Attack: 1D6+12 (Claws)X2, 1D8+12 (Bite)
Special Attacks: Paralyzation, disease
Special Defenses: Immune to cold, Undead immunities
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 63,000+55/hit point
This semi-canine humanoid has rancid green flesh and hoof like feet, yet its eyes sparkle with the gleam of
intelligence.
The ghouls of the nightmare dimension of Leng are far more powerful and more intelligent than their lesser kin
that haunt and caper in the lonely graveyards of the Material Plane, yet they are also more prone to discussion
and debate with intruders. Ghoul warrens that burrow deep enough can inexplicably cross over from this world
to Leng, allowing the ghouls of that realm access to this world. Leng ghouls delight in feasting on dead flesh
and consider themselves gourmets of rot and decay, treating a full coffin as a sumptuous banquet table.
Leng ghouls maintain complex societies and extensive warrens when they colonize reaches of the Material
Planes, digging deep below the surface graveyards they choose to haunt. These creatures are not only driven to
gather victims to slaughter and bodies to ripen—they also seek out forbidden texts and magical scrolls to
augment their ever-increasing stores of knowledge, which often rival the greatest of wizardly libraries in size,
although their subject matter tends to be limited to necromancy and the study of forbidden rites. A Leng ghoul
can sometimes be convinced to let a particularly delicious-looking intruder go (relatively) unharmed in
exchange for new lore.
Although most Leng ghouls venerate the Great Old Ones or Outer Gods (they have a particular affinity for
Nyarlathotep), a rare few of these creatures retain more of their humanity than merely their living intellect.
These unique few drift away from evil in their pursuit of magical lore—while they still hunger for dead flesh,
many try their best to feed only on those who died naturally or willingly offer themselves up to the carrion feast
in return for favors. While many eventually succumb to the temptation to feed on fresh kills in time, a rare few
manage to maintain nonevil alignments.
Such rare ghouls also retain some or all of the class levels they had in life, transferring those levels onto their
new undead forms. The bulk of these Leng ghouls have levels as arcane spellcasters or rogues, since those who
were once divine spellcasters, or otherwise religious in life, tend to be wholly devoted to gods of evil and decay.
Disease - Leng Ghoul Fever: Any creature bitten by a Leng ghoul must make a Saving Throw vs death at -5 or
contract Leng ghoul fever. The onset of the disease is immediate suffering 1d3 Constitution and 1d4 Dexterity
damage. Another Saving Throw vs death at -5 is required each day thereafter or suffer another 1d3 Constitution
and 1d4 Dexterity damage.2 consecutive saving throws results in a cure. A creature that succumbs to Leng
ghoul fever becomes a normal ghoul unless in life it had 12 or more Hit Dice, in which case it rises from death
as a Leng ghoul.
Erudite - Leng ghouls function as Sages with 2-4 major fields, 2-4 special categories in each major field and 2-
8 minor fields. Leng ghouls will only accept payment in magic (items or spells cast for them), services, or
carrion In addition, a Leng ghoul can cast spells from any magic scroll as if it were a caster of the appropriate
class and level. It automatically succeeds at the caster level check necessary to use the scroll.
Paralysis – Any creature struck by a Leng ghoul must make a successful Saving throw vs death at -5 or be
paralyzed. At the end of each round after the first, the victim can attempt a new saving throw at -5 to end the
paralysis effect; the effect is otherwise permanent. Once the effect ends, the victim is staggered for 1 round.
Rend – If a Leng ghoul scores hits with both claws on the same target the creature can rend the victim using it’s
tremendous strength doing an additional 1D6+20 points of damage.
Leng ghouls are incredibly strong for their size having a Strength of 24.
As undead Leng ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Ghoul, Lesion
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Nocturnal
Diet: See below
Intelligence: Low to Average
Treasure: Nil
Alignment: Chaotic evil
Number Appearing: 1-12
Armor Class: 6
Movement: 9”
Hit Dice: 2+2
THAC0: 17
Number of Attacks: 2
Damage/Attack: 1D6 (Claws)X2
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 170+2/point
From a distance, the Lesion ghoul appears to be a
helmed humanoid with burning yellow eyes. Closer inspection
will reveal that the creature's body is actually nothing more than a
charred black corpse buried under a writhing layer of dark blue
insects. Four dark horns curl from its smoking skull, and its
fingerbones are tipped with long white talons. The insects (beetles,
dragonflies, and wasps) will scatter if the ghoul is struck, but will
immediately return to swarm about it. Destroying them has no effect
on the creature. Created by an errant demon lord while visiting the
Prime Material plane, Lesion ghouls target failures, those who
have amounted to nothing despite the opportunities that were
presented to them. They particularly favor people who blame
others for the state of their lives. The beaten, the downtrodden,
the addicted -- these are the ghouls’ prey.
Once the lesion ghoul has settled on a target, it begins to locate each
of the people that the person blames for his failures. One by one, the
ghoul locates and kills them. In some cases, the transgression is real, such as in the case of a merchant whose
business partner swindled him out of a fortune, leaving him bankrupt. In other cases, the crime is imagined, such as a
noble who mistakenly believes that a judge sentenced him unfairly. The ghoul doesn't care; it just finds and kills its
victims, slowly and painfully. After it grows weary of this game, it ambushes the host and eviscerates him. Each time
the ghoul kills someone, blue insects are found near the dead body of the host afterward.
The Lesion ghoul attacks with its talons, which cause 1-6 points of damage; the victim must save vs. paralysis or
become paralyzed for 1-4 rounds.
Once per day, the ghoul can cast death grip (functions as shocking grasp, but as it grabs its prey, the insects swarm
and bite over the victim's arms) and bile spray (functions as magic missile, but the ghoul vomits up a spray of burning
bile). Lesion ghouls are immune to Sleep, Charm, Paralyzation and Poisin. However, they are susceptible to
Protection from Evil, and they can be turned by clerics.
Ghoul, Mad
Climate/Terrain: Any land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, Q, R, S, T
Alignment: Chaotic evil
Number Appearing: 2-12
Armor Class: 8
Movement: 12”
Hit Dice: 8+8
THAC0: 14
Number of Attacks: 2
Damage/Attack: 2D8+2 (Bite), 2D6+2 (Claw)
Special Attacks: Paralyzation
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 3,750+14/hit point
Reckless - At the start of its turn, the Ghoul can gain a +4 bonus on all attack rolls it makes during that turn, but
attack rolls against it have a +4 bonus until the start of its next turn.
The Ghoul makes two attacks, one with its bite and one with its claws.
Any creature other than an elf, struck by the Ghoul’s claws it must succeed on a Saving Throw vs Paralyzation
or be paralyzed for 10 rounds.
As undead Darkness ghouls are immune to Paralyzation, Poison, Sleep and Charm. Mad ghouls are turned as
Mummies.
Ghoul, Mindrender
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 3-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1D3 (Claws)X2, 1D6 (Bite)
Special Attacks: Paralyzation, Mind drain
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Medium
Morale: Steady
XP Value: 165+2/hit point
Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from
human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to
hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human but have become
horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from
cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans
(including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving
throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.
Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or
blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul
packs always attack without fear.
Fearmonger - The Mindrender ghoul deals an additional 1D8 psychic damage on its melee attacks
against a creature under the effects of a Fear effect.
Mind Drain - When creatures are hit with the Ghoul's Bite attack, it must succeed on a Saving Throw vs Spell
with the same penalty as the Ghoul's Ghoul Fever save penalty instead of Death. On a failed saving throw, the
creature contracts Ghoul Fever and has its Intelligence score decreased by 1D4. If the target's Intelligence score
is increased to 0, it is instantly killed. This reduction can be removed upon using Restoration or similar magic or
completing an overnight rest.
Mind Eater - When the Mindrender ghoul takes psychic damage, it takes no damage. Instead, it regains a
number of hit points equal to the damage dealt.
Mind Sight - (Replaces Death Sense if the base Ghoul has it) The Mindrender ghoul knows the direction of any
living creature with an Intelligence of at least 6 within 1 mile of it. If that creature is within 120ft. of it, it can
pinpoint that creature's position.
Psychic Scream - When a creature is affected by the Ghoul's Screech (if it has one), it is considered to be
paralyzed for the duration of the fear.
As undead Ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Mindrender is a template that can be added to any type of Ghoul by adding the four special abilities above.
Above is a baseline Ghoul with the Mindrender features added
Ghoul, Monkey
Climate/Terrain: Warm jungles
Frequency: Rare
Organization: Solitary, Pair, or Pack (4–12)
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1, 2, 4-12
Armor Class: 5
Movement: 12”, 12” (Climbing)
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1D3 (Bite)/1D2/1D2 (Claws) + disease
Special Attacks: Disease
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: S
Morale: Average
XP Value: 95+2/hit point
Filthy, emaciated beasts, ghoul monkeys are depraved examples of harmless animals saturated in evil.
Ghoul monkeys are cunning, undead monkeys 2–3 feet tall, weighing 10–20 pounds. These monkeys often appear in
jungle areas where there is great residue of evil and chaos, such as forgotten temples or altars where dead monkeys
might rise in this vile form of undeath. Unlike “human-type” ghouls, their bite does not cause paralysis.
They are extremely vulnerable to holy water (2d6 damage) and to being turned, being turned as Skeletons. Ghoul
monkeys lose the social drive of normal monkeys, but occasionally group together when the draw of evil is powerful
enough.
Monkey ghouls have darkvision out to 60’. As undead Monkey Ghouls are immune to Sleep, Charm, Poison and
Paralysis.
Disease: Monkey Ghoul Fever: The bite of the Monkey Ghoul causes the victim to make a saving throw vs death. If this
save fails the victim contracts Monkey Ghoul Fever which reduces the victims Constitution and Dexterity by 1-2
points each day after the first that a saving throw vs death is failed. 2 consecutive saves ends the disease. The
Constitution and Dexterity return at a rate of 1 each per day of rest after the disease ends.
Ghoul, Monkey
Climate/Terrain: Any tropical or subtropical forest
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Non
Treasure: Nil
Alignment: Neutral
Number Appearing: 4d10
Armor Class: 8
Movement: 12", 9" in trees
Hit Dice: 1
THAC0: 20
Number of Attacks: 1
Damage/Attack: 1d6 (bite) or 1d4 (thrown rock)
Special Attacks: None
Special Defenses: Immune to sleep, charm, hold, and
cold-based attacks
Magic Resistance: Standard
Size: Small
Morale: Steady
XP Value: 7+1/hit point

Ghoul monkeys are a particularly vicious and dangerous type of undead found in tropical and
subtropical regions. Whatever foul magic is used to animate and control simian undead in this form is not
widely known, but these loathsome creatures are found from time to time in the service of witch
doctors or other evil spellcasters. More commonly, however, they are created without human agency, in
places where there is a residue of great evil such as ancient sacrificial sites, forgotten temples, and similar
locales. When monkeys die near such places, their corpses may rise as ghoul monkeys, filled with vile cunning
and hungry for living flesh.
The appearance of a ghoul monkey is reminiscent more of a zombie than of a true ghoul; the flesh of a ghoul
monkey is rotted and foul, its fur falling away in patches. However, ghoul monkeys are not mindless automatons;
they hunt, and even trap, their prey. Unlike ghouls, they do not hunger for the flesh of the dead; they are hunters
of the living. Woe betide those who journey unwittingly into the territory of a large tribe of ghoul monkeys. Few
such travelers will ever return.
Ghoul monkeys climb walls and trees with great skill, preferring to attack from ambush in high places. Even
when they throw rocks, if the outcome of battle appears certain most of them will leap to attack with their teeth,
hoping to be the first to feed (fortunately, the bite of an ordinary ghoul monkey does not cause paralysis). Ghoul
monkey ambushes will often include prepared snares and pit traps.
Holy water inflicts 2d8 hp of damage against ghoul monkeys. Ghoul monkeys are turned as ghouls.
Ghoul, Plague
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 3-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1D3 (Claws)X2, 1D6 (Bite)
Special Attacks: Paralyzation, Feeding Frenzy
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Medium
Morale: Steady
XP Value: 275+2/hit point
Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from
human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to
hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human but have become
horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from
cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans
(including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving
throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.
Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or
blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul
packs always attack without fear.
Bloated Skin - When a creature grapples or hits the ghoul with a melee weapon attack while within 5ft. of it,
any creature within 10ft. of it takes 2d6 poison damage.
Death Burst - When the ghoul drops to 0 hit points, creatures within 5ft. of it must succeed a Saving Throw vs
Poison with a penalty equal to the Ghoul Fever save penalty. On a failed saving throw, that creatures takes
poison damage equal to a number of D6s equal to the ½ Ghoul's hit dice, including the +1 per number of
additional hit points equal to ½ the hit die (3 for D6, 4 for D8 etc.) and has a -4 penalty on to hit rolls and ability
checks until the end of its next turn. On a successful saving throw, the creature takes ½ damage and does not
suffer the penalties.
Ghoul Toxin - Creatures failing their saving throw for the Plague ghoul’s Death Burst are afflicted with Ghoul
Fever and are paralyzed for until the end of its next turn.
Stench – A creature that first enters or starts its turn within 5ft of the Ghoul must succeed a Saving Throw vs
Poison with a penalty equal to the Ghoul Fever save or suffer penalty or a -4 penalty on to hit rolls and ability
checks until the end of its next turn. Upon successful saving throw against this effect, creatures are immune to
the effect of this ghoul's stench for the next 24 hours.
As undead Ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Plague is a template that can be added to any type of Ghoul by adding the four special abilities above.
Above is a baseline Ghoul with the Plague features added
Ghoul, Pustule
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1-3 (Claws)X2, 1-6 (Bite)
Special Attacks: Pus Spray, Paralyzation
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 137+2/hit point

Pustule ghouls are undead creatures, once human, who now feed on the flesh of corpses.
Although the change from human to Ghoul has deranged and destroyed their minds, Ghouls have
a terrible cunning which enables them to hunt their prey most effectively. Pustule ghouls are
vaguely recognizable as once having been human but have become horribly disfigured by their
change to Ghouls. The tongue becomes long and tough for licking marrow from cracked bones,
the teeth become sharp and elongated, the nails grow strong and sharp like claws, and their
bodies become covered with hundreds of blisters filled with pungent pus.
Ghouls attack by clawing with their filthy nails and biting with their fangs. The touch or a
Pustule ghoul does not cause paralyzation. Any attack which causes damage its blisters of pus.
Everyone within 5' radius must save vs paralysis or be paralyzed for 2d4 rounds, excluding elves.
Any creature (except elves) killed by a Pustule ghoul attack will rise as a Pustule ghoul in 24
hours unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the
victim is devoured by the Ghouls. These creatures are subject to all attack forms except Sleep,
Charm, Paralyzation and Poison. They can be turned by priests of any level. The magic circle of
Protection from Evil actually keeps Ghouls completely at bay.
Ghoul, Pustular
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 7
Movement: 4”
Hit Dice: 8+16
THAC0: 19
Number of Attacks: 3
Damage/Attack: 2-8 (Claws)X2, 2-12 (Bite)
Special Attacks: Paralyzation
Special Defenses: Volatile, Undead immunities
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 5,800+16/hit point

Pustular ghouls are undead creatures, once human, who now feed on the flesh of corpses.
Although the change from human to ghoul has deranged and destroyed their minds, ghouls have
a terrible cunning which enables them to hunt their prey most effectively. Pustular ghouls are
vaguely recognizable as once having been human but have become horribly disfigured by their
change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones,
the teeth become sharp and elongated, and the nails grow strong and sharp like claws. This type
of Ghoul can be distinguished by its bulbous tumors. which arc filled with caustic juices. Given
enough damage. the fluids will start a chemical reaction that won't end well for the Ghoul.
Pustular ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch
causes creatures, excluding elves, to become rigid unless a saving throw versus paralyzation is
successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest. Any creature
killed by a Pustular ghoul attack will rise as a Pustular ghoul in 24 hours unless blessed (or
blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the
ghouls.
Volatile - When a Pustular ghoul's hit points fall to half its maximum, it starts to convulse. A
convulsing Ghoul is incapacitated and will erupt at the start of its turn. When it does, all
creatures within 10 feet of the ghoul must succeed a Saving Throw vs Breath Weapon or receive
3d6 acid damage and have to make a Saving Throw vs Paralyzation or be paralyzed for 3-8
(2+1d6) rounds. Those that succeed receive half damage and are not paralyzed. Other pustular
ghouls that receive damage from this burst will also convulse and then erupt at the start of their
turns regardless of their current hit points. These creatures are subject to all attack forms except
Sleep, Charm, Paralyzation and Poison. They can be turned by priests of any level. The magic
circle of Protection from Evil actually keeps ghouls completely at bay.
Ghoul, Quick Animation
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1-3 (Claws)X2, 1-6 (Bite)
Special Attacks: Paralyzation
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 137+2/hit point

Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the
change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible
cunning which enables them to hunt their prey most effectively. Quick Animation ghouls are
vaguely recognizable as once having been human but have become horribly disfigured by their
change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones,
the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Quick Animation ghouls attack by clawing with their filthy nails and biting with their fangs.
Their touch causes creatures, excluding elves, to become rigid unless a saving throw versus
paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.
Any creature killed by a Quick Animation ghoul attack will rise as an undead determined by the
table below in 2D4 rounds unless blessed (or blessed and then resurrected). Obviously, this is
also avoided if the victim is devoured by the Ghouls. These creatures are subject to all attack
forms except Sleep, Charm, Paralyzation and Poison. They can be turned by priests of any level.
The magic circle of Protection from Evil actually keeps ghouls completely at bay.
d4 Random Undead
1. Zombie
2. Ghoul
3. Ghast
4. Variant Ghoul
Ghoul, Remorseful
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1-3 (Claws)X2, 1-6 (Bite)
Special Attacks: Paralyzation
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 100+2/hit point

Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the
change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible
cunning which enables them to hunt their prey most effectively. Remorseful ghouls are vaguely
recognizable as once having been human but have become horribly disfigured by their change to
ghouls. The tongue becomes long and tough for licking marrow from cracked bones, the teeth
become sharp and elongated, and the nails grow strong and sharp like claws.
Remorseful ghouls attack by clawing with their filthy nails and biting with their fangs. Their
touch causes creatures, excluding elves, to become rigid unless a saving throw versus
paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.
Any creature (except elves) killed by a Remorseful ghoul attack will rise as a Remorseful ghoul
in 24 hours unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the
victim is devoured by the ghouls. These creatures are subject to all attack forms except Sleep,
Charm, Paralyzation and Poison. They can be turned by priests of any level. The magic circle of
Protection from Evil actually keeps ghouls completely at bay.
The human consciousness hasn't fully dissolved from the Remorseful ghoul. Whenever faced
with combat this Ghoul must make a morale check each round. Upon success his savage side
takes control and he attacks as any normal ghoul would. If this Ghoul fails he questions his
degenerative state and turns on his pack, attacking them while screaming for anyone to put an
end to his existence. If there is no pack to be attacked this Ghoul will fall to its knees and ask for
release from this cursed world.
The Remorseful quality can easily be added to any undead creature that is not totally mindless.
Intelligent undead can fake being remorseful.
Ghoul, Roaring AKA: Breath of Death
Climate/Terrain: Any land
Frequency: Rare
Organization: Packs
Activity Cycle: Night
Diet: Carnivore
Intelligence: Low (5-7)
Treasure: B, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 1-8
Armor Class: 2
Movement: 9"
Hit Dice: 6
THAC0: 15
Number of Attacks: 3
Damage/Attack: 4-7/4-7 (Claws)/4-9 (Bite)
Special Attacks: Paralyzation, Roar
Special Defenses: Undead Immunities, Immune to holy water damage
Magic Resistance: Standard
Size: M (5'-6' tall)
Morale: Fearless (20)
XP Value: 775+6/hit point
Roaring Ghouls are extremely angry undead creatures. They are the spirits of angry, high-level adventurers who rolled
a "1" on their saving throw vs. paralyzation against a pack of Ghouls. Roaring Ghouls prey on both the living and the
dead.
Combat/Tactics: As with a normal Ghoul, the touch of a Roaring Ghoul paralyzes humans and demi-humans (except
elves) who fail a save vs. paralyzation. However, throwing holy water on a Roaring Ghoul does no dam­age, but does
cause creature to pause for one round to rub the water off. Breaking vials of holy water in the path of Roaring Ghouls
will cause them to hesitate one round, then jump over or run around the spill.
Roaring Ghouls have a roar that stares as a cone two feet wide at the mouth, 30 feet long and 20 feet wide at the base.
They may use it three times per day. Anything in the cone of the roar takes 2- 12 points of damage. Anyone in a 50-
foot radius of the Ghoul when it roars takes 1-6 points of damage. Additionally, the roar deafens all creatures in a 50-
foot radius for 1-8 rounds. The roar weakens structures, causing them to collapse. For every point of damage rhe roar
does, it collapses one square foot of stone, three square feet of wood or ten square feet of glass. Damage is cumulative
and each additional Ghoul in the pack adds a -1 to saving throws vs. crushing blow the structures must make. Roaring
Ghouls have the same undead immunities as normal Ghouls.
Habitat/Society: Roaring Ghouls are just like normal Ghouls, except they are extremely angry. Victims killed by the
Ghoul's roar rise as normal Ghouls the next night. Victims that are killed by the Ghoul's bites and claws become
Roaring Ghouls. These creatures cannot stand the light of day and will do anything to avoid it. The roar of these
creatures has no effect on consecrated ground and if a Roaring Ghoul is forced to walk across such ground, it suffers
1-6 points of damage per round.
ECOLOGY: Ghouls and Ghasts are created. from Ghouls and Ghasts. The original creatures were created by a Ghoul
King, who dwells somewhere in the lower planes. It is rumored that chaotic evil creatures who cannibalize the dead
may tum into Ghouls. It is not unusual to find Roaring Ghouls leading hordes of normal Ghoul packs. Roaring
Ghouls arc turned. as Wraiths.
Ghoul, Shadow
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 3-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1D3 (Claws)X2, 1D6 (Bite)
Special Attacks: Paralyzation, Feeding Frenzy
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Medium
Morale: Steady
XP Value: 165+2/hit point
Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the change from
human to ghoul has deranged and destroyed their minds, ghouls have a terrible cunning which enables them to
hunt their prey most effectively. Ghouls are vaguely recognizable as once having been human but have become
horribly disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow from
cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch causes humans
(including dwarves, gnomes, half-elves, and halflings, but excluding elves) to become rigid unless a saving
throw versus paralyzation is successful. This paralysis lasts for 3-8 (2+1d6) rounds or until negated by a priest.
Any human or demi-human (except elves) killed by a ghoulish attack will become a ghoul unless blessed (or
blessed and then resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul
packs always attack without fear.
Gloom Sight - The Shadow ghoul's sight is not obscured by magical darkness
Night Howl - (Replaces Screech if base Ghoul has it.) When the Ghoul uses its Screech ability, creatures cannot
repeat their saving throws to end the effect while in darkness.
Shadow Fury - While in darkness, the Shadow ghoul can make one additional bite attack per round.
Shadow Stealth - While in darkness, the Shadow ghoul can Hide in Shadows as a Thief of a level equal to the
Ghoul’s hit dice including the +1 per number of additional hit points equal to ½ the hit die (3 for D6, 4 for D8
etc.). While in these conditions, the Ghoul counts as invisible to creatures that rely on sight to see it. This can be
done in addition to an attack in a round and while the Ghoul is being observed.
Sunlight Sensitivity - If the shadow ghoul first enters or starts its turn in sunlight, it takes 10 points of radiant
damage.
As undead Ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Shadow is a template that can be added to any type of Ghoul by adding the four special abilities above.
Above is a baseline Ghoul with the Shadow features added
Ghoul, Sovereign
Climate/Terrain: Any land
Frequency: Very Rare
Organization: Solitary plus 2-20 ghouls
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Exceptional
Treasure: B, Q, R, S, T
Alignment: Chaotic evil
Number Appearing: 1
Armor Class: 15
Movement: 12”. 6” (Burrow)
Hit Dice: 8D8+24
THAC0: 13
Number of Attacks: 3
Damage/Attack: 1D4+4 (Claws)X2, 1D6+4
(Bite)
Paralyzation, Ghoulish
Special Attacks: Aura
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Medium
Morale: Champion
XP Value: 8.950+18/hit point
This feral, decaying creature is dressed in the remains of what was once fine, expensive clothing. Its glowing
eyes shine with evil intelligence, and endless hunger. A long, rough tongue rasps audibly over stained fangs.
Ghoulish Aura - Any humanoid that is two weeks or less dead within the Sovereign ghoul's aura rise as a
Ghoul under its complete command in one round. The aura has a range of 40 feet. This power is active as long
as the Ghoul is “alive”..
Creatures struck by sovereign ghouls must succeed on a Saving Throw vs Paralyzation or be paralyzed for
1D8+3 rounds.
These foul creatures ravish the countryside at the head of massive packs of common ghouls. They seek to
devour the living like their lesser kin, but also desire plunder in the form of fine clothing, jewelry, and other
valuables. It is believed that exceptionally evil and depraved humans are cursed to become sovereign ghouls
after death.
Sovereign ghouls are intelligent, if impulsive combatants. They view their ghoul followers as expendable
weapons and shields. If their pack is destroyed, the Sovereign ghoul simply goes to the nearest mass grave or
battlefield, both to feed and to allow its ghoulish aura to raise a new army of followers.
As undead Sovereign ghouls are immune to Paralyzation, Poison, Sleep and Charm. Sovereign ghouls are
turned as Spectres.
Ghoul, Spawn
Climate/Terrain: Any land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Nil
Treasure:
Chaotic evil
Alignment: 3-24
Number Appearing: 8
Armor Class: 12”, 12” (Climb)
Movement: 6
Hit Dice: 18
THAC0: 3
Number of Attacks: 2D4+2 (Bite), 1D6+2 (Claws)X2
Damage/Attack: Disease
Special Attacks: Undead immunities, silver or
Special Defenses: magic weapon to hit
Magic Resistance: Standard
Size: Medium
Morale: Steady
XP Value: 1,150+6/hit point

Death Eater - The Ghoul cannot have its hit point maximum reduced by any means.
Death Sense - The Ghoul knows the direction of an undead or corpse within 1 mile of it.
Pack Tactics -The Ghoul has a +4 bonus on attack rolls against a creature if at least one of the Ghoul's allies is
within5 feet of the creature and the ally isn't incapacitated.
Fear of the Light - When the Ghoul takes radiant damage or starts its turn in sunlight, the Ghoul must save vs fear
or flee until the end of its next turn.
Spider Climb - The Ghoul can climb difficult surfaces without needing to make a check.
The Ghoul can make a bite and two claw attacks
Bite - Any creature bitten by a Ghoul spawn must succeed a Saving Throw vs Death or be inflicted with Ghoul
Fever.
Claw – Any creature struck by the claws of a Ghoul spawn must succeed a Saving Throw. On a failed saving
throw, creatures are paralyzed until the end of its next turn.
Screech - Creatures other than undead in a 60ft. radius that can hear the Ghoul must succeed a Saving Throw vs
Spell or be subject to a Fear spell for up to 10 rounds. At the end of each of its turns, creatures can repeat the saving
throw to end the effect on a success. Upon ending this effect, creatures are immune to being frightened in this
manner for the next 24 hours.
Aggressive - The Ghoul can move up to double its movement speed in combat to reach a hostile creature that it can
see within range and still attack at the end of that move. This can be done once per round on the Ghoul’s turn.
Devour - When a creature the Ghoul can see within 120ft. is reduced to 0 hit points, the Ghoul can move up to its
movement speed to make a melee attack. Upon a hit, that creature is instantly killed, and the Ghoul regains 10 hit
points upon using this ability. This can be done once per round.
As undead Ghoul spawn are immune to Paralyzation, Poison, Sleep, Charm and Necrotic damage.
Ghoul Fever - Any creature bitten by a Ghoul spawn can contract Ghoul fever. Saving Throw vs Death to avoid. If
the saving throw is failed after 1 day the victim suffers 1d3 Constitution and 1d3 Dexterity damage. The next day
and every day after the victim must make another Saving Throw vs Death or suffer another 1d3 Constitution and
1d3 Dexterity damage. Two consecutive saving throws result in a cure. If either Dexterity or Constitution reaches 0
the victim dies. A creature who dies of ghoul fever contracted from a Ghoul spawn rises as a Ghoul spawn at the
next midnight.
Ghoul, Spitting
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1-3 (Claws)X2, 1-6 (Bite)
Special Attacks: Spit, Paralyzation
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 137+2/hit point

Spitting ghouls are undead creatures, once human, who now feed on the flesh of corpses.
Although the change from human to Ghoul has deranged and destroyed their minds, Spitting
ghouls have a terrible cunning which enables them to hunt their prey most effectively. Spitting
ghouls are vaguely recognizable as once having been human but have become horribly
disfigured by their change to ghouls. The tongue becomes extremely long and tough for licking
marrow from cracked bones, the teeth become sharp and elongated, and the nails grow strong
and sharp like claws.
Spitting ghouls attack first by spitting a glob of vile saliva that paralyzes on contact. The range is
30' and the saliva does no damage, but requires a save vs paralysis to avoid being paralyzed for
2D4 rounds, then clawing with their filthy nails and biting with their fangs. This paralysis does
not affect Elves. Any creature (except elves) killed by a Spitting ghoul attack will rise as a
Spitting ghoul in 24 hours unless blessed (or blessed and then resurrected). Obviously, this is
also avoided if the victim is devoured by the Ghouls. Ghoul packs always attack without fear.
These creatures are subject to all attack forms except Sleep, Charm, Paralyzation and Poison.
They can be turned by priests of any level. The magic circle of Protection from Evil actually
keeps ghouls completely at bay.
Ghoul, Stirge
Climate/Terrain: Any
Frequency: Uncommon
Organization: Solitary, gang (2-4), or flock (5-8)
Activity Cycle: Any
Diet: Blood
Intelligence: Low
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1, 2-4, 5-8
Armor Class: 5
Movement: 8”, 20” Fly
Hit Dice: 4d12
THAC0: 17
Number of Attacks: 1
Damage/Attack: 1D6 (Bite) + paralysis
Special Attacks: Paralyzation, Blood Drain
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: M
Morale: Average
XP Value:
This human-sized creature looks like a cross between a large bat and a giant mosquito. Its wings are leathery and
gray and its skin is drawn tight across its bones. The creature has eight pincer-like legs and a long needle-like snout.
Its eyes glow pale blue.
A Ghoul-Stirge resembles a large Stirge with rotting flesh and broken wings. The origin of the Ghoul-Stirge has
been lost, but it is believed to be the result of a failed magical experiment conducted in ages past by a group of evil
and (thought to be) insane necromancers.
Though they can generally be encountered anywhere, Ghoul-Stirges seem to favor desolate places such as ruins and
caverns or dungeons deep underground. Being undead they do not have to eat but seem to draw sustenance from
the blood of enemies (much like a vampire).
A Ghoul-Stirge is about 5 feet long with a wingspan almost twice its length. Ghoul-Stirges seem to understand
Common, but apparently cannot (or choose not to) speak it.
Combat
A Ghoul-Stirge attacks by swooping down on its opponent and attempting to paralyze it with its bite attack.
Opponents that resist its paralysis are attacked again, while paralyzed opponents are drained of their blood at the
first opportunity. (A Ghoul-Stirge won’t ignore other foes to drain the blood from a paralyzed enemy.)
Blood Drain: A Ghoul-Stirge can drain blood from a paralyzed living creature. It drains blood, dealing 1d4 points of
Constitution damage each round. Once the Ghoul-Stirge has dealt 4 points of Constitution damage, it flies off to
digest its meal. If its victim dies before the Ghoul-Stirge’s appetite has been sated, the creature detaches and seeks a
new target. Ghoul-Stirges have darkvision out to 60 ft. As undead Ghoul-Stirges are immune to Sleep, Charm,
Poison and Paralysis.
Ghoul, Suppressive
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1-3 (Claws)X2, 1-6 (Bite)
Special Attacks: Ability Suppression
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 100+2/hit point

Suppressive ghouls are undead creatures, once human, who now feed on the flesh of corpses.
Although the change from human to Ghoul has deranged and destroyed their minds, ghouls have
a terrible cunning which enables them to hunt their prey most effectively. Suppressive ghouls are
vaguely recognizable as once having been human but have become horribly disfigured by their
change to Ghouls. The tongue becomes long and tough for licking marrow from cracked bones,
the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch
suppresses segments of the victim’s brain. Save vs paralysis or forget a random class or special
ability for 2d4 rounds. Fighters forget how use a specific weapon, thieves don't remember how to
backstab, casters can't recall a specific spell, etc. The DM should adjudicate how and what is
suppressed. Any creature killed by a Suppressive ghoul attack will rise as a Suppressive ghoul in
24 hours unless blessed (or blessed and then resurrected). Obviously, this is also avoided if the
victim is devoured by the ghouls. These creatures are subject to all attack forms except Sleep,
Charm, Paralyzation and Poison. They can be turned by priests of any level. The magic circle of
Protection from Evil actually keeps Ghouls completely at bay.
Ghoul, Tar
Climate/Terrain: Any land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Very
Treasure: B, T
Alignment: Neutral evil
Number Appearing: 2-24
Armor Class: 7
Movement: 12”
Hit Dice: 12D8 + 12
THAC0: 9
Number of Attacks: 2
Damage/Attack: 2D8+3 (Bite), 2D6+3 (Claw)
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Size: Medium
Morale: Elite (Fearless when burning)
XP Value: 12,750+20/hit point
Decayed bodies emerge from a pit, covered with a thick, black ooze, showing their sharp teeth and hissing with
hunger in their eyes. When attacked with fire, tar ghouls often scream with joy as they burst into flames.
Burning Wish - Bored while under the service of a necromancer, an Efreeti prince toyed with his master’s
creations to give them an edge against fiery spellcasters.
Flaming Horde - These Ghouls roam the darkness in packs, hunting for fresh meat. They relish roasting their
food as it screams in pain.
Bring your Own Fire - These creatures do not fear flame. They revel in the fear their victims experience as the
victims realize the inferno will be their doom. Most of these Ghouls wear pieces of flint on their rags to ignite
themselves if their prey does not use fire against them.
Fire Hazard – At will on their turn or when it takes fire damage, the Tar ghoul bursts into flame. The Tar ghoul
continues burning until it takes cold damage or is immersed in water. A creature that touches the Tar ghoul or
hits it with a melee attack while within 5 feet of it while it is burning takes 1d6 fire damage. While burning, a
tar ghoul deals an extra 1d6 fire damage on each melee attack, and its vomit tar action is a 15-foot cone
that ignites immediately. Each creature in that area must make a Saving Throw vs Breath weapon, taking 6d6
fire damage on a failed save, or half as much damage on a successful one.
Vomit Tar - The tar ghoul vomits tar, covering the ground in a 10-foot square within 5 feet of it. Each creature
in the area must succeed on a Saving Throw vs Breath weapon or be covered with tar. The tar ignites if touched
by a source of fire or if a creature covered with tar takes fire damage. The tar burns for 1D6 rounds or until a
creature takes an action to stop the blaze. A creature that starts its turn in the area or that starts its turn covered
with burning tar takes 1D10 fire damage. Each round the Tar ghoul can roll 1D6 on a 5 or a 6 it regains this
ability.
The tar ghoul makes one bite attack and one claw attack.
Any creature other than an elf or undead struck by the claws of a Tar ghoul must succeed Saving Throw vs
Paralyzation or be paralyzed for 10 rounds.
Tar ghouls are immune to Fire, Charm, Paralyzation, Poison, and Sleep and take ½ necrotic damage.
Ghoul, Thought AKA: Synap Sucker
Climate/Terrain: Any
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 1-12
Armor Class: 4
Movement: 12”
Hit Dice: 3
THAC0: 18
Number of Attacks: 3
Damage/Attack: 1D6/1D6 (Claws)/1D4-1 (Bite)
Special Attacks: Mental Drain
Special Defenses: Nil
Magic Resistance: Standard
Size: M
Morale: Fearless
XP Value: 170+1/hit point
Thought Ghouls look like normal Ghouls except that their claws are longer, and their teeth are shorter. They are
often dressed in tattered remnants of the clothes they wore when alive.
COMBAT/TACTICS: Thought Ghouls attack with two claws and a bite. For every strike with the claws, a
victim must save vs. spell or lose l point of Intelligence. The victim also loses his memories of the past 24 hours
(this may include experience points). If the victim's Intelligence drops below zero, he immediately becomes a
Thought Ghoul. Victims damaged by the Thought Ghoul's attack can recover lost Intelligence at the rate of l
point per turn.. A Bless spell instantly restores a victim's memories and up to 4 Intelligence points.
Thought Ghouls cannot attack paladins and lawful good creatures receive a +4 bonus on their saving throws.
Sometimes, a lawful good character will allow the Thought Ghoul's attack to succeed and fill the creature's head
with "pure thoughts '. Should this happen, the Thought Ghoul must save vs. spells or its head will explode,
destroying the creature. Holy water inflicts 1-6 points of damage per vial.
HABITAT/SOCIETY: Thought Ghouls are a variation of Ghoul. They are flesh-eating maniacs that prefer brain
matter above all else. They have forgotten their former lives and now use their power to experience the lives of
others.
Ecology: A Thought Ghoul that has not tasted human flesh can be cured with a Restoration or a Raise Dead
spell. Psionicist may attack Thought Ghouls as if they were psionicists and as if they had already established
contact. Thought Ghouls turn as Ghouls (-1 to the roll).
Ghoul, Vampiric (G. Gygax)
Climate/Terrain: Any land
Frequency: Very rare
Organization: Solitary
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Exceptional
Treasure: F
Alignment: Chaotic evil
Number Appearing: 1-4
Armor Class: 3
Movement: 12"
Hit Dice: 7
THAC0: 14
Number of Attacks: 3
Damage/Attack: 5-10 (Claw)X2/3-10 (Bite)
Special Attacks: Lethargy, blood drain
Special Defenses: Nil
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 825+8/hit point
Vampiric ghouls are wicked undead who consume the flesh of their victims in addition to sucking them dry of blood.
Unlike their ghoulish relatives, they appear human, albeit with fangs.
Creatures, including elves, hit by a vampiric ghoul’s claws must save versus paralyzation to avoid lethargy. This causes
victims with 5 HD or less to be affected as per a sleep spell, while victims with more HD will be slowed for 6 rounds. In
combat, a vampiric ghoul may choose to grapple with an opponent (their strength is 18/76), and, if they are able to pin
their victim, they may drain their blood causing 1-4 points of permanent constitution drain per round. A human whose
constitution is drained to 0 will die and rise as a vampiric ghoul in 1-4 days. These spawn are not controlled by their
creator.
Unlike true vampires, vampiric ghouls are affected by normal weapons and they do not regenerate; once slain, they
remain dead. They cannot drain levels, charm, or assume gaseous form, although they are able to shape change into the
form of a rat at will. Unlike true vampires, they are not vulnerable to garlic, mirrors, holy symbols, or staking, but direct
sunlight will kill these creatures after one full round of exposure. Vampiric ghouls are immune to sleep, charm, hold,
and death spells, as well as poison and paralysis. They take half damage from cold and electricity, and suffer 2-7 HP
damage from holy water. They are turned as spectres.
Ghoul, Waning
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, T
Alignment: Chaotic evil
Number Appearing: 2-24
Armor Class: 6
Movement: 9”
Hit Dice: 2
THAC0: 19
Number of Attacks: 3
Damage/Attack: 1-3 (Claws)X2, 1-6 (Bite)
Special Attacks: Aging
Special Defenses: See below
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 100+2/hit point

Waning ghouls are undead creatures, once human, who now feed on the flesh of corpses.
Although the change from human to Ghoul has deranged and destroyed their minds, Ghouls have
a terrible cunning which enables them to hunt their prey most effectively. Waning ghouls are
vaguely recognizable as once having been human but have become horribly disfigured by their
change to ghouls. The tongue becomes long and tough for licking marrow from cracked bones,
the teeth become sharp and elongated, and the nails grow strong and sharp like claws.
Waning ghouls attack by clawing with their filthy nails and biting with their fangs. Their touch
causes creatures to rapidly age. Each successful hit ages you 2d4 years if a save vs. death is not
made. You gain all the physical aliments of aging but none of the mental benefits. Any creature )
killed by a Waning ghoul attack will rise as a Waning ghoul unless blessed (or blessed and then
resurrected). Obviously, this is also avoided if the victim is devoured by the ghouls. Ghoul packs
always attack without fear. These creatures are subject to all attack forms except Sleep, Charm,
Paralyzation and Poison. They can be turned by priests of any level. The magic circle of
Protection from Evil actually keeps ghouls completely at bay.
Ghoul, Wolf
Ghoul Wolf Ghoul Dire Wolf
Climate/Terrain: Any Any
Frequency: Rare Rare
Organization: Solitary or pack Solitary, pack or mob
Activity Cycle: Nocturnal Nocturnal
Diet: Carnivore Carnivore
Intelligence: Low Low
Treasure: None None
Alignment: Neutral Evil Neutral Evil
Number Appearing: 1, 7-16 1, 5-8 or
2-8 +
4-8 Ghoul Wolves
Armor Class: 6 1
Movement: 20” 20”
Hit Dice: 4d12 12d12
THAC0: 17 9
Number of Attacks: 1 1
Damage/Attack: 1D6 (Bite) plus paralysis 2D6 (Bite) plus paralysis
Special Attacks: Paralyzation Paralyzation
Special Defenses: Undead Immunities Undead Immunities
Magic Resistance: Standard Standard
Size: M L
Morale: Elite Champion
XP Value: 225+4/hit point 4,950+16/hit point
This creature resembles a wolf with matted dark fur torn away in places. Its flesh is sickly gray where its fur is torn
away. Its eyes are stark white.
Ghoul Wolves are carnivorous undead wolves that delight in hunting living creatures, catching them, and tearing
them to shreds. These creatures are most often found haunting desolate moors and marshes.
Combat
Ghoul Wolves hunt in packs, surrounding their prey and circling as they move in for the kill.
Paralysis: Those hit by a ghoul wolf’s bite must succeed on a saving throw vs paralysis or be paralyzed for 1d4+2
rounds. Elves are immune to this paralysis. As undead Ghoul Wolves are immune to Sleep, Charm, Poison and
Paralysis. Ghoul Wolves are turned as Wights.
Dire Wolf Ghoul
Dire Wolf Ghouls resemble their lesser kin but are much larger.
Combat
Paralysis: Those hit by a Dire Wolf Ghoul’s bite must succeed on a saving throw vs paralysis at -3 or be paralyzed for
1d4+2 rounds. Even elves can be affected by a Dire Wolf Ghoul’s paralysis. As undead Dire Wolf Ghouls are immune
to Sleep, Charm, Poison and Paralysis. Dire Wolf Ghouls are turned as Wraiths.
Ghoul Master
Climate/Terrain: Any land
Frequency: Rare
Organization: Solitary (See below)
Activity Cycle: Nocturnal
Diet: Carnivorous
Intelligence: High
Treasure: B, Q, R, S, T
Alignment: Chaotic evil
Number Appearing: 1
Armor Class: 4
Movement: 9”
Hit Dice: 5
THAC0: 16
Number of Attacks: 3
Damage/Attack: 1D3 (Claws)X2, 1D4 (Bite)
Special Attacks: Paralyzation, Strength drain
Special Defenses: Undead immunities, immune to cold
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 480 +5/hit point
Ghoul Masters are more powerful, and less feral, types of Ghouls. As their name implies, Ghoul Masters can
control 2d8 Ghouls and are always accompanied by them. Ghoul Masters can curb their appetites for decaying flesh
and can mingle with the living unnoticed (except for odd ticks). Ghoul Masters construct cocoons out of scraps of
material and a necrotic bile they expectorate in which they weave their treasure. Prolonged contact with the bile
(by, say, dismantling a cocoon) gives a 1% cumulative chance per round to contract a flesh-eating disease (the
disease causes one permanent hit point loss per day until cured). It typically takes 2d4+6 rounds to dismantle a
cocoon. In addition to being immune to Charm, Sleep, Paralyzation and Poison, Ghoul Masters are immune to cold
and they gain a 3 point bonus to saves vs. illusion magic. The most dangerous feature of these horrid, cunning
creatures is their paralyzing touch which is more powerful than their lesser cousins: any hit from a Ghoul Master
requires a saving throw (at a 2 point penalty) or the victim becomes paralyzed for 3d6 turns. Ghoul Masters
regenerate 1 point per turn if wrapped in their cocoons. A successful hit from a Ghoul Master drains 1 point of
Strength. The Strength drain lasts for 1 hour. If a creature’s Strength is drained to 0 they die and rise 24 hours later
as a Ghoul Master. Creatures otherwise slain by a Ghoul Master will rise as a Ghoul in 24 hours. Ghoul Masters are
turned as Ghasts.
Ghoulfruit Tree
Climate/Terrain: Any fertile lane
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Omnivore
Intelligence: High
Treasure: E
Alignment: Neutral evil
Number Appearing: 1
Armor Class: 0
Movement: 1/2"
Hit Dice: 14
THAC0: 7
Number of Attacks: 2
Damage/Attack: 1D4 (Branch)X2
Special Attacks: Spells
Special Defenses: Nil
Magic Resistance: Standard
Size: G (50 ft. tall)
Morale: Fearless
XP Value: 2,750 + 18/hit point
General information: Ghoulfruit trees corrupt their environment by blighting the surrounding plant life, making
their heavy fruit the easiest (and eventually only) source of food in the area. Although the fruit’s external flesh
looks ghoulishly pale and wrinkled like cured skin, the inside nectar and fleshy pulp is sweet and refreshing. A
single tree will eventually blight an entire acre before moving on to a fresh location. It takes two years for a
ghoulfruit tree to blight such a large area.
These trees are thoroughly evil and highly intelligent. They are weak in melee combat, only doing 1-4
points of damage with a blow from one of their spindly limbs, but they can cast spells once per round as a
9th level magic user without indicating they are the source of the magic (no sound, no movement, etc.).
They know the following spells:
1st - charm person, magic missile (x2), sleep;
2nd - ESP, invisibility, scare;
3rd - dispel magic, suggestion;
4th - ice storm.
Ghoulfruit trees gain their name by the unusual way in which they reproduce. Any human that consumes more
than three pieces of the ghoulfruit tree’s fruit, or more than three cups of ghoulfruit tree liquor, in the space of a
week must save against poison. Those failing die and rise as ghouls in two weeks. Only humans are affected in
this manner by ghoulfruit.
Ghouls created by a ghoulfruit tree are as normal ghouls, but their body is infested with ghoulfruit seeds.
One seed drops from the ghoul every day for a year. It is in this way that the species continues. No one is sure
where ghoulfruit trees came from, but it is rumored that some evil cults raise ghoulfruit saplings and work with
the plants to spread their cause of evil.
Languages: A ghoulfruit tree speaks common and elven.
Physical description: Ghoulfruit trees are withered and twisted trees. Although they superficially resemble many
different species, they always bear the same fruit. A ghoulfruit tree is about 50 feet tall and weighs about 5,000
pounds.
Ghouling
Climate/Terrain: Any land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: Nil
Alignment: Chaotic evil
Number Appearing: 3-24
Armor Class: 8
Movement: 8”, 8” (Climb)
Hit Dice: 3D6
THAC0: 18
Number of Attacks: 1
Damage/Attack: 1D4
Special Attacks: Disease
Special Defenses: Undead immunities, silver or magic weapon to hit
Magic Resistance: Standard
Size: Small
Morale: Steady
XP Value: 235+3/hit point
Death Eater - The Ghouling cannot have its hit point maximum reduced by any means.
Death Sense - The Ghouling knows the direction of an undead or corpse within 1 mile of it.
Pack Tactics -The Ghouling has a +4 bonus on attack rolls against a creature if at least one of the Ghoul's allies
is within5 feet of the creature and the ally isn't incapacitated.
Fear of the Light - When the Ghouling takes radiant damage or starts its turn in sunlight, the Ghouling must
save vs fear or flee until the end of its next turn
Powerful Build - The Ghouling counts as one size large for the purposes of carrying, pushing, shoving, lifting,
and grappling.
Sneak Attack - If the Ghouling makes an attack against a creature that is surprised or has not acted yet in
combat, it deals triple damage.
Bite - Upon a hit, the target must succeed Saving Throw vs Death or be inflicted with Ghoul Fever.
Devour - When a creature the Ghouling can see within 80ft. is reduced to 0 hitpoints, the Ghouling can move
up to its movement speed to make a melee attack. Upon a hit, that creature is instantly killed and the Ghouling
regains 10 hit points upon using this feature. This can be done once per round.
Ghoul Fever - Any creature bitten by a Ghouling can contract Ghoul fever. Saving Throw vs Death to avoid. If
the saving throw is failed after 1 day the victim suffers 1d3Constitution and 1d3 Dexterity damage. The next
day and every day after the victim must make another Saving Throw vs Death or suffer another 1d3
Constitution and 1d3 Dexterity damage. Two consecutive saving throws result in a cure. If either Dexterity or
Constitution reaches 0 the victim dies. A creature who dies of ghoul fever contracted from a Ghouling rises as a
Ghouling at the next midnight.
As undead Ghoulings are immune to Paralyzation, Poison, Sleep and Charm.
Ghouloid
Lenard Lakofka
and Ghastoid
Ghouloid Ghastoid
FREQUENCY: Rare Very Rare
NO. APPEARING: 3-8 1-2
ARMOR CLASS: 6 4
MOVE: 15” 15”
HIT DICE: 3+3 5+3
% IN LAIR: 40% 20%
TREASURE TYPE: O, P, R O, P, R, X
NO. OF ATTACKS: 3 3
DAMAGE/ATTACK: 1-4/1-4/1-6 2-5/2-5/2-8
SPECIAL ATTACKS: Paralysis, disease
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Variable (see below)
ALIGNMENT: Evil (usually Chaotic)
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil/Nil
XP VALUE: 330+4/HP 825+6/HP
Ghouloids (and, more rarely, ghastoids) are created when an evil wizard of 11th or higher level and an evil high priest of 9th or higher
level simultaneously cast the spell animate dead on a recently deceased intact body (dead no longer than 1 day per level of the lower
of the two spell casters). The spell has a material component of a ghoul’s (or ghast’s) hand, in order to create a ghouloid or ghastoid,
respectively. The resultant creature will rise as a ghoul-like
monster 24 hours later. It can be controlled by either the wizard or the cleric who made it. If both casters are 13th level or above, two
ghastoids or ghouloids can be created at the same time. The spell requires a hand from two different ghouls or ghasts if a pair is being
created. The hand is placed on the chest of the corpse during the ceremony. The two casters must be touching the body (or bodies)
simultaneously during the casting process. These monsters begin to rot almost immediately upon animation so that its flesh falls away
from their bones and their internal parts all decay save for the brain and eyes. The creature will therefore be mistaken as a skeleton
(per Monster Manual) to casual observation. Complete decay takes thirty days. At the end of that time there is no foul aroma since the
flesh and organs have turned to dust. If someone notices the eyes of the creature, it can be identified as more than a mere skeleton.
These monsters detest sunlight, but it does not harm them. Both ghastoids and ghouloids are immune to sleep, charm, mind-affecting
magic, poison, death magic, and hold spells. While they can be hit with non-magical weapons, they suffer only one-half damage from
the same. Silver, magical and blessed weapons inflict full damage. Vials of holy water will cause 2-8 hit points of damage on a direct
hit and 1-4 points from a splash. Fire-based magic cause one extra die of damage while cold and electrical attacks do one die less.
Ghastoids may be turned by clerics as wraiths while ghouloids are turned as wights. The touch of these creatures require their victims
to save vs. paralysis or the victim will fall over in a heap, paralyzed for 8-64 rounds. A successful bite, while it does not paralyze,
must also be saved against (vs. paralysis). If the victim fails its saving throw, he or she is afflicted with a horrible rotting disease, and
will take an additional 1-4 hit points of damage each round until cure disease is applied. Additional bites do not cause cumulative
damage from the disease. Cure light wounds or greater healing spells will stave off the rotting; one full day for light wounds, two full
days for serious wounds and four full days for critical wounds. A heal spell will cure the disease. Note, however, no hit points are
cured by using these spells; the additional disease damage is merely stayed. For example, if a victim with 30 hit points takes 18 points
of damage including rotting and then a curing spell is applied, he will stabilize at 12 hit points. The spell will not give back any hit
points. While in this state the victim’s health is poor; all dexterity bonuses, if
applicable, are lost and movement is reduced by 3”. Spell casting is still possible but the person must roll less than his or her
constitution score on a d20 on each attempt, or the spell fails during the casting process. A ghastoid can reproduce itself by killing a
human, dwarf, orc or gnoll and infecting the corpse with its rotting disease. Elves, Halflings, gnomes and other humanoids do not rise
again if so slain. The monster created by the ghastoid is a ghouloid, not another ghastoid like itself. Such lesser undead ghouloids
remain under the control of the ghastoid who created them. Note that a ghouloid cannot create more of its kind. Since the ghastoid’s or
ghouloid’s brain is present, the monster is capable of thought and innovation in carrying out a mission. They retain a vestige of their
intelligence in life, losing 1-4 points through the animation process. Both types are clever enough to disguise themselves or even to
use implements and weapons. They cannot activate any magic item that requires a spoken word or that needs to be in contact with
living tissue to function (like magic rings). They are known to impersonate animated skeletons in order to fool their prey and then
attack suddenly. Both ghastoids and ghouloids can wield magical weapons but the powers of the weapon will generally not function.
Weapons such as a Flame Tongue or Cold Brand will flame or freeze if the weapon is evil-aligned. Ghastoids and ghouloids cannot
speak or hear but they can most certainly see and have infravision with a range of 30’. They can detect life forces (animals and
monsters, but not plants) within 60’ but that detection is not directional. They merely know that something alive is nearby.
They will, of course, seek out that living being immediately. In combat, ghouloids have a 30% chance of continuing to claw and bite
at living victims in a melee situation, even if someone else damages them. If the melee has ended they will continue to bite and claw
until the victim is dead 100% of the time. Ghastoids have a 15% chance of
continuing to claw and bite at living victims in a melee situation but will turn to fight if hit for damage.
Ghoulsteed
Frequency: Rare
Climate/Terrain: Any land
Organization: Solitary or Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Semi
Treasure: Nil
Alignment: Neutral evil
Number Appearing: 1(Ridden) or 1-6
Armor Class: 7
Movement: 12”
Hit Dice: 10D10 + 30
THAC0: 11
Number of Attacks: 1
Damage/Attack: 2D8 + 4
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Standard
Size: Large
Morale: Average
XP Value: 15,000+25/hit point
The ghouls create horrific, intelligent, undead mounts for their most worthy soldiers and priests. Although
they’re large, run on all fours, and can be ridden as mounts, Ghoulsteeds are the undead remains of humanoids.
They’re created when a humanoid is killed by massive amounts of necrotic energy.
Hideous Mounts - Darakhul prize these undead creatures as mounts. They’re ridden during war and hunts, but
they are sometimes also trained as guardians for households, businesses, or temples.
Often Mute - Ghoulsteeds aren’t quite as intelligent as Ghouls, but they’re cannier than most creatures give
them credit for being. Certainly, unlike most creatures used as mounts, they are somewhat intelligent and
capable of speech, but they prefer to remain mute as much as possible to avoid drawing attention to themselves.
This makes them useful as gossips, spies, and informers among the Darakhul, who have a tendency to forget
their mounts’ intelligences.
Prone to Biting - Ghoulsteeds are notorious for nibbling, nipping, or outright biting their riders, creatures
passing by them, or the like.
Pounce - If the Ghoulsteed moves at least 20 feet straight toward a creature and then hits it with a bite attack on
the same turn, that target must succeed on a Saving Throw vs Paralyzation or be knocked prone. If the target is
prone, the Ghoulsteed can make an immediate additional bite attack against it.
Sprint (3/Day) - When the Ghoulsteed runs, it can run twice as far as normal.
Undead Fortitude - If damage reduces the Ghoulsteed to 0 hit points or less, it makes a Saving Throw vs Death
at a +3 bonus with a penalty of the damage taken, unless the damage is radiant or from a critical hit. On a
success, the Ghoulsteed drops to 1 hp instead.
A Ghoulsteed makes one bite attack.
Bite – A bite does 2d8 + 4 piercing damage and the Ghoulsteed gains 1d10 temporary hit points. These
temporary hit points stack with each other, but the Ghoulsteed can only have a maximum of 10 temporary hp at
one time.
While Ghoulsteeds serve the undead without overmuch complaint, the same cannot be said for living riders. A
living creature who wishes to ride a Ghoulsteed must make a reaction check the first time they mount the
creature and before they rest at the end of the day. On a failure, that Ghoulsteed attempts to kill and devour its
rider while the rider rests. On a success, the Ghoulsteed attempts no attack that day.
As undead Ghoulsteeds are immune to Paralyzation, Poison, Sleep, and Charm.
Ghoulstirge (L. Lakofka)
Climate/Terrain: Any land
Frequency: Rare
Organization: Flock
Activity Cycle: Nocturnal
Diet: Blood
Number Appearing: 2-8
Armor Class: 7
Movement: 3”/8”
Hit Dice: 1+6
% In Lair: 70%
Treasure Type: D
Number of Attacks: 1
Damage/Attack: 1-4
Special Attacks: See below
Special Defenses: Nil
Magic Resistance: Standard
Intelligence: Animal
Alignment: Neutral
Size: S
Morale: Steady
XP Value: 105+2/hit point
These strange undead Stirges haunt cemeteries and other places where ghouls are found. Like normal
Stirges, they attack as 4 HD creatures. On a hit, the Ghoulstirge does 1-4 hit points of damage and paralyzes
the victim unless a save is made. Every round thereafter, the Ghoulstirge automatically drains 1-6 hit points
of blood. After it drains 12 hit points, it detaches from the victim and flies away to digest its meal.
Ghoulstirges are turned as ghouls, and elves are immune to their paralysis. As undead Ghoulstirges are
immune to Paralyzation, Poison, Sleep, and Charm
Ghul, Great MC13

CLIMATE/TERRAIN: Desert, mountains


FREQUENCY: Rare
ORGANIZATION: Pack
ACTIVITY CYCLE: Night
DIET: Scavenger
INTELLIGENCE: High (13-14)
TREASURE: C
ALIGNMENT: Neutral Evil

NO. APPEARING: 1-3


ARMOR CLASS: 0
MOVEMENT: 18 (Br 3 or Cl 12)
HIT DICE: 4
THAC0: 15
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/2-12
SPECIAL ATTACKS: Magic use, shapeshifting
SPECIAL DEFENSES: Spell immunities,
+1 weapon to hit
MAGIC RESISTANCE: Nil
SIZE: M (7-10')
MORALE: Average (8-10)
LEVEL/XP VALUE: Common: 1,400
1st- to 4th-level mage: 2,000
5th- to 7th-level mage: 3,000

The Great Ghuls are undead elemental cousins of the genies,


the most wicked members of an inferior order of jann. They Habitat/Society: Great Ghuls live in seclusion in ruins or caves
haunt burial grounds and feed on dead human bodies. They found in the emptiest deserts or on the highest mountains. Be-
are usually female, and all Great Hhuls are beguiling and cause of their sharp claws and incredible strength, Great
seductive shapechangers. No matter what form they take, Ghuls from the mountains are able to climb sheer rock
however, their feet always remain those of a donkey, though walls that would daunt most mountaineers. Desert Ghuls are
they often wear special boots or long robes to conceal this not as adept at this, but can dig through sand or soft stones.
aberration. Ghuls delight in devouring the flesh of their victims All Ghuls take only half damage from falls.
and then sucking the mar-row from the bones. Great Hhuls are fond of all forms of perfumes and scents, such
Great Ghuls have thick hair and bushy eyebrows that often as attar of orange, rosewater, cloves, and so on. They use these
droop over their eyes. Their hands end in clawed fingers, and to cover their own unpleasant smell.
their feet and sometimes their ears are those of a donkey. Their Great Ghul mages are solitary creatures, though other great
jaws jut out and are powerfully muscled. Their pale white skin Ghuls form packs with their siblings (if they have any).
is always cold and clammy, and they have the hunched posture Because Great Ghuls are feared by humans and despised
of their lesser cousins. Great Ghuls are aware of how their looks by genies, they rarely keep their own form, even when at home
repulse other creatures and are eager to disguise their true ap- in their lonely caves and ruins. Shapeshifting has become a
pearance with cosmetics, clothes, and jewelry. While most Great habit for the Great Ghuls, and they are excellent actors and liars.
Ghuls stand over 7' tall, those that are mages typically stand Great Ghuls have many opportunities to practice these
about 10' tall. In their polymorphed form they are often smaller. deceptions when they travel among humans. Though
solitary, they grow bored easily, and this seems to motivate
Combat: Great Ghuls attack with their claws and their powerful them to take part in pranks and daring deeds that sometimes
jaws. They can only be struck by magical weapons. Great Ghuls put them and the secret of their true identities at considerable
can use each of the following spell-like abilities at will: bestow risk. Some of their pranks are less amusing than others: Great
invisibility, polymorph self, and shocking grasp. Ghuls are particularly fond of joining groups of nomads and
Like most undead, Great Ghuls are immune to sleep, charm, travelers and then leading them astray. Many of these travelers
hold, and cold-based magic. They are not affected by paralyza- are led to their deaths and consumed by the carrion-eating
tion or poison. Great Ghuls can be turned as Ghasts, and Ghuls.
mage Ghuls are turned as Wraiths. They suffer 2-12 points of
damage from holy water, and they suffer a -1 to their attack Ecology: Great Ghuls serve the genies (when required), but "lord
rolls in daylight. it" over the Ghouls, who are considered unrefined and unrelia-
Only Jann slain by Great Ghuls become Ghuls themselves; ble. Great Ghuls who become sha’ir are very secretive; the
all other races are simply slain and devoured. other genies resent and fear the Ghuls’ power over them. Such
About one in every six Great Ghuls is a mage of up to 7th Great Ghuls are often destroyed when their homes are
level of ability. Great Ghuls may even become sha’ir, thus discovered.
gaining some measure of power over other genies. Other In general, all Great Ghuls avoid contact with other races
Great Ghuls study the magical provinces of flame, sand, and be-cause violence often follows. But, they do sometimes help
wind. Ghuls who study the magic of the sea are extremely rare. humans and others who come to them seeking help against
All Ghuls are immune to the binding and capturing powers of other genies. Sometimes they also help humans in quests
the sha’ir. which the Great Ghuls find interesting, and they do this
without expectation of reward.
Ghul-Kin
2158 • 9449

Soultaker Witherer
Climate/Terrain: Any land Any land
Frequency: Rare Rare
Organization: Pack Pack
Activity Cycle: Night Night
Diet: Scavenger Scavenger
Intelligence: Exceptionally (15-16) Genius (17-18)
Treasure: C C
Alignment: Neutral evil Neutral evil
No. Appearing: 1-3 1-3
Armor Class: 0 0
Movement: 18, Sw 12 18, Sw 12
Hit Dice: 8 9
THAC0: 13 11
No. of Attacks: 3 or 1 3 or 1
Damage/Attack: 1d6/1d6/2d6 or special 1d6/1d6/2d6 or special
Special Attacks: Possession Withering
Special Defenses: Immune to non-wooden weapons +2 or better weapon to hit
Magic Resistance: Nil Nil
Size: M (8-10’ tall) M (10’ tall)
Morale: Champion (15-16) Fanatic (17)
XP Value: 6,000 10,000

The Ghul-kin are related to the Great Ghuls, and like them are undead Jann. Unlike their cousins, Ghul-kin are
differentiated into two distinct types, Soultakers and Witherers. While they prefer to feed on dead human bodies, Ghul-kin
find no pleasure in haunting burial grounds. They are far more social creatures than their cousins and often interact with
mortals and even live among them undetected for long periods of time. Their greatest desires are to rule over a cowed
mortal population, to corrupt mortals and use them as their servants, to have a steady supply of victims whose bodies they
can devour, and to achieve enough personal power and learn enough secrets to successfully control other genies.
Like their cousins the Great Ghuls, Ghul-kin are shapechangers. They will usually assume attractive, seductive shapes,
though they occasionally take on forms designed to look virtuous or wise. They may even assume the appearance of a real
person they have seen at least once, though there is always something not quite right about such impersonations (eyes the
wrong color, incorrectly shaped ears, etc.) If they have heard the person speak, they can perform a mimicry of the voice,
achieving a close approximation.
In their true forms, both male and female Ghul-kin are 8 to 10 feet tall, with long, gangly arms and legs. They have thick,
tangled hair, bone-white pock-marked skin, clawed hands, and powerful jaws filled with sharp yellow teeth. Their eyes
shine with a feral light, and their ears are sharply pointed. Ghul-kin exude an unpleasant odor and are rubbery and cold to
the touch. They usually take great pains to disguise both their repulsive appearance and odor in order to move about in
society undetected.
Combat: Ghul-kin attack with their claws and powerful jaws. They can forgo these attacks in order to make a special
attack if they wish. The special attack and its results are different for each type of Ghul-kin (see below). They can use
each of the following spell-like abilities at will: Invisibility and Polymorph Self. Being undead, they are immune to sleep,
charm, hold, and cold-based magic and are unaffected by paralyzation or poison. Soultakers can be turned as Spectres,
while Witherers are turned as Vampires. Both suffer 2d6 points of damage from holy water. They are able to function in
daylight, though they suffer a -1 to their attack rolls and saving throws when in bright sunlight. Jann slain by Ghul-kin
become Ghul-kin themselves.
Ghul-kin are immune to the binding and capturing powers of sha’irs. All Ghul-kin have the ability to become sorcerers,
sha’irs, or priests, and all can use any magic items usable by wizards or priests. Ghul-kin take perverse delight in
collecting magic items capable of doing them harm, carefully hiding them where others cannot find them. They are
always searching for genie-control devices.
Habitat/Society: Ghul-kin live wherever they find it convenient to do so. They often live in cities and even engage in trade
without their neighbors being aware of their true natures. They prefer to live in small family units and often form a pack
with lone Great Ghuls. In such cases, the Ghul-kin usually occupy the positions of leadership. They disdain common
Ghouls, finding them far too unrefined.
Ghul-kin enjoy fine clothing, elegant furnishings, and jewelry. They appreciate art and often have their dwelling places
elaborately tiled or painted. Though they usually defer to the dominant style of clothing worn wherever they reside, the
materials will always be the finest available and the clothing expertly tailored. Though they have no desire for normal
food, they are fond of wine and seem to enjoy highly spiced meats and stews. They love all scents and perfumes, from
bath soaps to sachets, and their tastes tend toward the exotic — frangipani or frankincense — for its superiority in
covering their own unpleasant smell.
Ecology: Ghul-kin serve genies when forced to but try to avoid contact with their more powerful cousins unless they
believe they have the upper hand. The chief motivations of Ghul-kin are personal power and entertainment. Being
undead, they have no limit on the time they can spend perfecting a plan or setting up an elaborate base of operations.
Most of them are accomplished actors and delight in playing a role they have developed for years. Sooner or later,
however, the Ghul becomes bored and has to reveal itself to friends and neighbors. Such revelations are often followed
by a great slaughter as the Ghul-kin seeks to kill anyone who has learned its secret. They revel in establishing cults and
secret societies where they can control mortals and lead them astray while only marginally concealing their true
natures.
Some few ghul-kin help mortals who seek them out and flatter them or offer them genie-controlling devices. Some
have been known to repay a kindness a mortal paid to them while they were disguised. All ghul-kin react more
positively to those mortals who are both polite and respectful.
Soultakers
Soultakers are slightly smaller than Witherers, rarely reaching 10 feet in height. There is an equal chance that a
Soultaker will be male or female. Though they look down upon great ghuls as being lesser cousins, soultakers are
themselves subservient to their witherer kin. Because they must often subjugate their own desires and plans to those of
their greater brethren, soultakers are often frustrated. For this reason, they are the more vicious of the two types of
Ghul-kin. They gain great satisfaction from possessing a victim and forcing that victim to obey their every whim. They
feel some of the anger, terror, and despair their victims experience and enjoy knowing that it is their will which causes
such misery for the poor possessed slave. Soultakers may become wizards or priests of up to 7th level (providing the
god they serve accepts them). They are immune to nonwooden weapons.
Soultakers have a special attack form which they can use in lieu of making their normal attack. In order to use it,
however, the Soultaker must make an attack roll at a -3 penalty. If successful, the Soultaker has kissed its victim on the
lips. Victims who fail a saving throw vs. spell (at a -2 penalty) are possessed by a portion of the Soultaker’s essence
and fall under the Ghul’s control. Though the victims’ minds are still present in their own bodies, they are helpless
prisoners, unable to speak or make their plight known to others. Instead, the Soultaker speaks and acts for its victims,
always working to the detriment of its victims companions, though often in cunning and subtle ways.
Once the possession has occurred, the Soultaker can control its victim at any range so long as they are both on the
same plane of existence. If the victim is a spellcaster, the Soultaker can use whatever spells the victim had memorized
at the time possession took place but cannot force its victim to relearn or pray for new spells. Soultakers may possess
and control one victim for every two points of Intelligence (rounded down).
The possession may be detected by various means. First, any attempt to Detect Alignment on the victim will result in a
reading of neutral evil. In addition, strangers react to the victim with distrust and suspicion, just as though he or she
were under the effects of an evil eye. The victim may say or do evil things, and his or her behavior may undergo a
radical change. He or she may even attack his or her own party without apparent cause. A sha’ir of 3rd level or above
may detect that there is genie work connected with the victim; a hakima of 9th level or above may tell that the victim is
possessed; a priest able to cast detect evil may learn that the victim is under the control of some evil force.
Several spells may be used to combat the effects of the possession. A Protection from Evil or Protection from Evil, 10’
radius spell will keep the Soultaker from exercising its control while the spell is in effect. An Anti-Magic Shell will
negate the possession if the victim is in the area of effect when the spell is cast, and Remove Curse will break the
possession.
Dispel Evil cast on the victim will break the possession and cause 3-24 (3d8) points of damage on the Soultaker. The
Soultaker will not willingly go near a priest or mosque, nor will anyone possessed by one. It will force the victim to fight
to prevent the possession from being broken and may attempt to summon its possessed victim to its lair rather than
allowing him or her to be freed of its influence.
Witherers
Both male and female Witherers are usually taller than Soultakers (averaging 10 feet in height) and more dominant. They
have greater intelligence and cunning and are usually the instigators of long-term grandiose plans. Such plans are
invariably designed to gain more power for the Witherer and to corrupt mortals into serving the Ghul-kin. They delight in
showy rituals and sacrifices of both sentient creatures and treasures. Witherers use Soultakers as lieutenants in many of
their plans and often find Great Ghuls to use as pawns. Humans and demihumans are allowed to serve them as semislaves,
becoming either shock troops or food sources as the need arises.
When thwarted, Witherers retreat to plan their revenge, sometimes taking decades to perfect their tactics before returning
to the place where they failed. They are not adept at coping with premature disclosure, however, and they will often make
poor decisions in response to the unexpected, thereby revealing their machinations or causing their own downfall.
Male Witherers are rare and usually less ruthless than their female counterparts. They may sometimes be found
masquerading as hermits or reclusive sha’irs and may be induced to help mortals if offered a substantial enough reward or
if the matter interests them. Opportunities to act out some great dramatic role are also effective in persuading male
Witherers to aid non-ghuls. Claiming some sort of kinship is also an effective ploy if there is the slightest evidence to back
up such a claim.
Witherer Ghul-kin may become mages or priests of up to 9th level (provided the god they serve accepts them). They can
only be hit by +2 or better weapons. Instead of their three regular attacks, they may use a special attack: a touch which
weakens and withers the target creature while strengthening the Witherer. This withering touch causes 1d10 points of
damage (which are temporarily added to the Witherer’s hit point total). Damage against the Witherer is subtracted from
these added hit points first (if not used, the hit points remain for one hour). Furthermore, the touch drains one point of
Strength and ages the victim by a year. If the victim’s Strength falls to zero, he or she dies. The victim also dies if the
aging is enough to push the character past his or her normal lifespan. Those slain by a Witherer must have Remove Curse
cast on their bodies before they can be raised or resurrected.
The aging is only reversible through use of potions or other magic which restores youth or reverses aging, but the Strength
loss is not permanent. If not drained completely, the victim recovers any Strength points lost at the rate of one point per
turn. Lost hit points must be recovered normally or through magical healing.
Ghula
Climate/Terrain: Any Land
Frequency: Rare
Organization: Pack
Activity Cycle: Diet: Nocturnal
Number Appearing: Carnivorous
Armor Class: 2-20
Movement: 5
Hit Dice: 12"
% In Lair: 5
Treasure Type: 25%
Number of Attacks: E
Damage/Attack: 1
Special Attacks: 1-12
Special Defenses: Spells
Magic Resistance: Nil
Intelligence: Standard
Alignment: Very
Size: Chaotic Evil
Morale: M
XP Value: Average
325+5/hit point

Ghulah are Oriental ghouls (especially of Arabic-Persian tradition). They usually appear as either
beautiful women or hideous half-woman, half-monster creatures. Ghulah are evil kinfolk to djinn. They
cannot be affected by Sleep, Charm, Paralyzation or Poison. They have the power to cast the magical
spells of Invisibility and Polymorph Self. Clerics have the same chances to turn Ghulah as they would
Ghasts.
Glulaz (G. Gygax)
Climate/Terrain: Any land
Frequency: Very rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Number Appearing: 2-4
Armor Class: 4
Movement: 12”
Hit Dice: 7+2
% In Lair: 15%
Treasure Type: B
Number of Attacks: 3
Damage/Attack: 4-9/4-9 (Claws)/2-9 (Bite)
Special Attacks: See below
Special Defenses: Regeneration
Magic Resistance: Standard
Intelligence: Average
Alignment: Chaotic Evil
Size: M
Morale: Champion
X.P. VALUE: 1,000 + 10 per hit point

Ghulaz are undead rumored to have originated on the lower planes. These ravenous monstrosities
are akin to Gholles and often dwell in packs with them or other corpse-eaters. These vile things
seem to be an amalgam of the worst features of a hound, baboon, and a human, blending them into
a leering, fanged visage of demonic appearance. They have long arms, corded with muscle, that
terminate in hideous clawed hands and feet.
If a Ghulaz hits with both claws, it can make two rake attacks with its feet for 1-6+1 damage each.
Ghulaz exude a stench as Ghasts, and their spittle paralyzes victims (including elves) for 3-18
rounds. Its range is 20 feet, and the Ghulaz must succeed on a normal “to hit” roll. Ghulaz cannot
use the ranged spit attack in the same round it bites. Ghulaz regenerate 3 hit points per round. They
regrow lost limbs in 3-18 rounds, or they may reattach a severed member immediately by holding
it to the stump. Fire and acid do normal damage. They are turned as vampires.
Grim
Climate/Terrain: Any underground
Frequency: Rare
Organization: Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average
Treasure: B, Q, R, S, T
Alignment: Chaotic evil
Number Appearing: 1d3
Armor Class: 4
Movement: 12”
Hit Dice: 6
THAC0: 15
Number of Attacks: 4
Damage/Attack: 1d4 (Claws)X2, 1d6 (Bite)X2 + Special
Special Attacks: Paralyzation, crippling
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 700+6/hit point
Grims are two-headed relatives of Ghouls and Ghasts that dwell in the deeper regions of the underworld. They
have lurid skin and long, black talons.
Grims often act as lords among Ghouls and Ghasts. They have the same unwholesome appetites as ghouls, but
have a measure more control over themselves, and are not averse to using living creatures as their slaves, tools
and minions.
Grims are sometimes found in hunting packs with others of their own kind, but more often are encountered
alone with a retinue of 1d4+2 Ghasts or 1d4+5 Ghouls.
A Grim’s touch paralyzes foes in the same way as that of a ghoul, except that the paralyzed victim must make a
second saving throw. If this second save is failed, the paralysis twists his limbs, leaving him crippled (½
movement and -2 on any saving throws involving dodging) until he receives a Remove Curse spell.
In addition, a Grim can breathe a 20-ft. cone of bluish, paralyzing gas from either of its mouths, a total of three
times per day. This gas paralyzes as does a normal ghoul’s touch.
As undead Grim are immune to Paralyzation, Poison, Sleep and Charm
Hantu Kubor Any land
Climate/Terrain:
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Low
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: 2
Movement: 12”
Hit Dice: 3
THAC0: 16
Number of Attacks: 1
Damage/Attack: 1D8 (Bite)
Special Attacks: Cause Disease
Special Defenses: + 1 weapon or better to hit, Invisibility
Magic Resistance: Standard
Size: M
Morale: Average
XP Value: 215 + 4/HTK
Hantu Kubor are grave demons, a Malayan variant of ghouls. If given the opportunity, however,
these creatures also prey on living flesh. Hantu Orang Mati Di-Bunch, the ghosts of murdered
people, often accompany the Hantu Kubor, which commonly live outside villages near
cemeteries. When they feel especially hungry or malevolent or when a witch is controlling them,
they sometimes enter a village to attack and eat one or more inhabitants. On other occasions,
they enter villages to cause minor diseases. The favorite times for a Hantu Kubor to enter a
village are high noon and after sunset. People should be especially wary at these times. Hantu
Kubor are usually invisible. When visible, they are physically flimsy and translucent, feeling
rather like a pillow if touched. They are seven feet tall and very dark, with large ears, tusk like
teeth, and long tongues.
Harionago
Climate/Terrain: Any Urban
Frequency: Rare
Organization: Solitary or accompanied by 1d6 ghouls
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: High
Treasure: B, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: -5
Movement: 12”
Hit Dice: 10
THAC0: 11
Number of Attacks: 1
Damage/Attack: 2D4+2 (Slashing)
Special Attacks: Entangle, Paralysis
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: M
Morale: Fanatic
XP Value: 4,200+14/hit point
Harionago are deadly pale creatures, and like all corpses, their nails and hair have continued to grow in death. Instead
of eyes, their sockets are filled with tangles of bloody hair and broken fingernails. Their pubic thatch is a bloody jungle,
dripping coppery liquid and black urine. They have long, bloody hair the color of fire, which moves with a malign
intelligence of its own.
Harionago attack with their hair, they can slash, doing 2D4+2 damage or they can attempt to entangle a victim, treat the
hair as a lasso. If the Harionago chooses to entangle they make three attack rolls and use the best one.
The touch of the hair of a Harionago requires the victim to make a saving throw vs Paralyzation at -2 or be paralyzed
for 1D4 Turns. Harionago have darkvision out to 60 ft. As undead Harionago are immune to Paralyzation, Poison,
Sleep and Charm.
Create Spawn: Any humanoid creature slain by a Harionago rises as a Ghoul in 1d4 rounds, under the Harionago’s
control. A female humanoid slain by the Harionago rises instead as another, uncontrolled Harionago in 1d4 rounds
instead. This spawn is instinctively hostile towards its creator.
Hill Giant Ghoul
Climate/Terrain: Any land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, D, T
Alignment: Chaotic evil
Number Appearing: 2-16
Armor Class: 6
Movement: 12”
Hit Dice: 10D12 +40
THAC0: 10
Number of Attacks: 3
Damage/Attack: 1D6 (Claws)X2, 3D8 (Bite)
Special Attacks: Boulder, Paralyzation, Disease
Special Defenses: Undead Immunities, Silver or magic weapons to hit
Magic Resistance: Standard
Size: Huge
Morale: Champion
XP Value: 18,800+20/hit point
Hill giant ghouls are oddly simian in appearance, with overly long arms, stooped shoulders, and
low foreheads. Their limbs are muscular and massive. The average Hill giant ghoul is 16 feet tall and weighs
about 4,500 pounds. Their tongues have become long and tough for licking marrow from cracked bones, their
teeth have become sharp and elongated, and their nails have grown strong and sharp like claws.
Death Eater - The Hill giant ghoul knows the direction of an undead or corpse within 1 mile of it.
Fear of the Light - When the Hill giant ghoul takes radiant damage or starts its turn in sunlight, the ghoul must
Save vs Spell or flee in terror until the end of its next turn
Pack Tactics - The Hill giant ghoul has a +4 bonus on attack rolls against a creature if at least one of the Hill
giant ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated.
The hill giant ghoul can make two claw attacks and one bite attack.
Ghoulish Bite - Upon a hit, the creature must succeed a Saving Throw vs Death or contract Ghoul Fever.
Claw – Any creature struck by a Hill giant ghoul’s claws must succeed a Saving Throw vs Paralyzation or be
paralyzed for 4-16 (4D4) rounds.
Boulder - 240ft., 3D10+5 bludgeoning damage.
Aggressive - The Hill giant ghoul can move up to double its movement speed to reach a hostile creature that it
can see within range and still attack at the end of that move. This can be done once per round on the Ghoul’s
turn.
Devour - When a creature the Hill giant ghoul can see within 120ft. is reduced to 0 hitpoints, the Hill giant
ghoul can move up to its movement speed to make a melee attack. Upon a hit, that creature is instantly killed
and the Hill giant ghoul regains 10 hitpoints upon using this feature.
As undead Hill giant ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Howlfiend
Climate/Terrain: Any
Frequency: Rare (Uncommon in hell)
Organization: Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average
Treasure: B, D, P, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 2-8
Armor Class: 2
Movement: 24”
Hit Dice: 17
THAC0: 4
Number of Attacks: 3
Damage/Attack: 3-18/3-18 (Claws)/3-8 (Bite) + Special
Special Attacks: Infection, poison
Special Defenses: Undead immunities, Regeneration
Magic Resistance: Standard
Size: M
Morale: Fearless
XP Value: 16,600+25/hit point
This creature resembles a human being (male or female) that has had its features sort of "blurred"
or somewhat "melted and smoothed out" that is grey-blue over all with brilliant orange eyes,
yellow-gold claws and ebon teeth. It also has an overly large mouth with teeth (fangs really)
about twice "normal" size and 3"-5" long cat-like claws (yes, they are retractable). They are
utterly hairless and have a somewhat "greasy" look (and feel) about them.
They can naturally "see" and/or sense all things astral and ethereal as well as see in the dark "like
a cat" out to 120’. They have very acute hearing (all within a 120' radius on a 99% chance, less
3% per additional 5' radius thereafter) and a sense of smell so effective that they can follow an
individual's track through a crowded city without ever losing it in all the other odors (or follow a
spoor as old as thirty days). They regenerate all physical damage at the rate of four (4) HP per
melee round. Note that all acid, fire or electrically caused damage can regenerate only at a rate of
one (1) HP every hour for these creatures so they shun such things strongly. As undead
Howlfiends are immune to Sleep, Charm, Poison, and Paralysis. Finally, they have the "power"
to make themselves become ethereal or astral at will (up to thirteen times per day for up to an
hour each time).
ATTACKS: This creature's primary mode of attack is its claws which can cause 3 to 18 points of
damage. It also will bite causing 3-8 points of damage. Note that its claws are so "foul" that all
hurt by them must make a Saving Throw vs Death or suffer an infection. This infection is very
debilitating to the victim, causing severe weakness and dizziness, vomiting and other (GM
adjudicated) such symptoms, -4 to hit, damage, armor class and skill checks. No spell casting is
allowed. It is fatal in 2-9 days on a 13% chance (untreated) and frequently (85% of the time)
leaves those who survive its ravages with a Constitution score 1d4 points permanently lower!
The infection usually requires 11-20 minutes to set in and take hold and once done, it becomes
fully rampant in less than three hours. The horrid bite is even worse in that it not only causes the
infection as per the claws but is also TOXIC due to a particularly venomous saliva. This saliva
causes 1D30 points of damage and its effects also include immediate paralysis of any organic
and living victim so bitten. This paralysis will last for 100 melee rounds less one (1) round per
each Constitution point that they have. A Saving Throw vs poison at -3 halves the damage and
negates the paralysis.
SPECIAL NOTES: This creature is fairly rare on any plane of existence save for its "home" on
the 21st Plane of Hell. Even there they are not numerous and most often form small bands of
followers for one Greater Demon Lord or another. They are ghouls that have been "evolved" by
some arcane and evil means and are totally without fear, emotions or thought of any kind save
for their one over-riding "lust" for the eating of living, warm-blooded flesh (preferably sentient)!
They are relentless in their attack and/or tracking of prey and, once "set" on a quarry, they will
pursue tirelessly forever (until they have been destroyed or their prey has been eaten).
Occasionally a magician will manage to conjure a very few forth from the 21st Plane of Hell for
some task or another. But this is a very rare thing because they are totally immune to the more
normal arcane means of "control." Thus only those evil magicians who have the proper
knowledge (vis-a-vis control) will ever do this and usually only at the specific urging of their
own "patron demon."
Golem, Marrowstone
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitary or gang
Activity Cycle: Any
Diet: None
Intelligence: Non
Treasure: Nil
Alignment: Neutral
Number Appearing: 1 or 2-5
Armor Class: -1
Movement: 12”
Hit Dice: 20D20 +30
THAC0: 0
Number of Attacks: 2
Damage/Attack: 2D6+5 (Slam)+2D6 Negative energyX2
Special Attacks: Create spawn
Special Defenses: Construct immunities,
Magic Resistance: Standard
Size: Large
Morale: Fearless
XP Value: 72,000+50/hit point
Carved from the rock of the marrowstone mines of Sekamina, these golems amplify the magical radiation
emitted from veins of lazurite. They can only be crafted within the necropolis of Nemret Noctoria, the land of
the Ghouls, for lazurite brought beyond its borders soon loses its potency. Binding the lazurite into the body of
the Golem stabilizes and lets the construct leave the boundaries of the ghoulish city with it’s fell powers intact.
Though Ghouls guard the secrets of making a Marrowstone golem, they are sometimes known to trade their
handiwork with outsiders.
A Marrowstone golems body is chiseled from a single block of marrowstone weighing at least 2,500 pounds.
Marrowstone can only be found in the necropolis of Nemret Noctoria in the Darklands realm of Sekamina.
Preparing the stone requires exotic unguents costing 2,500 gp.
Create Spawn - Any creature that is slain by a Marrowstone golem rises from death as a free willed ghoul
within 24 hours. Roll on the table below to determine the type of Ghoul. In any case there is a 25% chance that
the creature will retain any class levels it had in life.
Immunity to Magic - A Rock to Mud spell slows a Golem for 2-12 (2d6) rounds. A Flesh to Stone spell does
not actually change the golem's structure but does make it vulnerable to any normal attack for the following
round. This does not include spells, except those that will cause direct damage. Effects which heal undead heal
half that amount of damage to a Marrowstone golem, up to its full normal hit points. All other spells are
ignored. A Marrowstone golem that fails its saving throw vs an attack that deals positive entergy damage
(including the Channel Divine Energy ability when used to harm undead) does not take any damage from the
attack, but it loses its Create Spawn ability, its Necrotic Field Aura, and the Negative Energy damage from its
slam attack for 1D4 rounds.
Necrotic Field – Undead within 30 feet of a Marrowstone golem gain a +2 bonus on saving throws, have a -2
penalty applied to saving throws vs any of their special abilities, a and are turned as 4 hit dice higher. Positive
energy effects cause only half damage to a creature within the Marrowstone golem’s aura. The sura particularly
strengthens Ghouls and Ghasts giving them a +2 bonus on attack and melee damage rolls.
Spawn Table
Agarat 01 Ghoul, Mindrender 47-49
Agarat, Greater 02 Ghoul, Plague 50-52
Agarat II 03 Ghoul, Pustule 53-55
Agarat, Greater II 4 Ghoul, Pustular 56-58
Archghoul 05-06 Ghoul, Quick Animation 59-61
Asanbosam 07-08 Ghoul, Roaring 62-63
Ghast 09-10 Ghoul, Shadow 64-66
Ghol 11-13 Ghoul, Sovereign 67
Ghoul 14-16 Ghoul, Spawn 68-69
Ghoul, Atrophy 17-19 Ghoul, Spitting 70-72
Ghoul, Bloated 20-21 Ghoul, Suppressive 73-74
Ghoul, Bone 22-24 Ghoul, Tar 75-76
Ghoul, Cinder 25 Ghoul, Thought 77-78
Ghoul, Colony 26 Ghoul, Vampiric 79
Ghoul, Corpulent 27 Ghoul, Waning 80-82
Ghoul, Crimson 28-29 Ghoul Master 83-84
Ghoul, Darakhul 30-31 Ghouloid 85-86
Ghoul, Darkness 32-33 Glulaz 87
Ghoul, Deliberate 34-35 Howlfiend 88-89
Ghoul, Gibbering 36-37 Morghoul 90-91
Ghoul, Hulking 38 Shub-Niggurath’s Slime Ghouls 92-93
Ghoul, Husk 39-41 Slarecian Ghoul 94
Ghoul, Leng 42 Slime Ghoul 95-96
Ghoul, Lesion 43-44 Srin-po 97-98
Ghoul, Mad 45-46 Vampire Ghoul 99-00
Memory-Eater
Climate/Terrain: Any land
Frequency: Rare
Organization: Solitary
Activity Cycle: Nocturnal
Diet: See below
Intelligence: Exceptional
Treasure: B, Q, R, S, T
Alignment: Chaotic evil
Number Appearing: 1
Armor Class: 5
Movement: 12”
Hit Dice: 5-12
THAC0: 16 to 9
Number of Attacks: 3
Damage/Attack: 1D4 (Claws)X2/1D8+1 (Bite)
Special Attacks: Memory eating
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: M
Morale: Steady
XP Value: 5 HD – 365+5/hit point
6 HD – 650+6/hit point
7 HD – 1,025+8/hit point
8 HD – 1525+10/hit point
9 HD – 2,500+12/hit point
10 HD – 3,750+14/hit point
11-12 HD – 5,650+16/hit point
Though from afar, the creature seems to be a person who stumbles
with exhaustion or drunkenness, as it nears, you can see that it is not a
mortal creature. The stink of the grave surrounds it and is looks
frantically around it, obviously searching for something but not
finding it.
Upon awakening from death, this type of ghoul retains a bit of its
former intelligence and memories, often nor even recognizing its
undead state. Cursed to wander the countryside wracked by the
anguish of the dead and the memories of their past life, memory-
eaters often seek out clothing, equip-ment, and especially
companions chat they remember or with which they have some
lingering connection.
Sometimes, a Memory-eater attempts to re-claim its former role in
life through sheer brutality - finding its old home and forcing former
loved ones to acknowledge its presence. These attempts soon fail as
the companions' evident fear enrages the Memory-eater by
reminding it that it is no longer of the living. When its attempts to
reclaim its former life fail, the Memory-eater usually flies into a
berserk rage, killing anything in its path.
Additionally, a Memory-eater gains fractions of memories and
experiences from those upon whom it feasts. Sadly, many Memory-
eaters cannot distinguish these memories from each other, causing
them to seek out objects and people that have nothing to do with
their former existence and once again co cry co resume the "normal"
life of a person whose memories they have eaten. Typically, a
Memory-eater wanders by night, looking for a specific lover or
friend who can help it make sense of its situation. Upon finding that
subject, the scene ends in murderous horror with the Memory-eater
consuming the new victim, and the cycle begins again.
Unlike most ghouls, a Memory-eater generally does not hide itself
from society, but rather attempts to confront former companions that
can find. When a Memory-eater is reminded of its undead state
(usually by the revulsion on the faces of the people it confronts), it
attacks those responsible. As undead Memory-eaters are immune to
Paralyzation, Poison, Charm and Sleep.
Create Spawn: Creatures slain by a Memory-eater rise in ld6 days as
a Memory-eater. Spawn are not under control of the Memory-eater
that created them. Spawn do not possess any of the abilities they had
in life.
Memory Eating: When devouring a victim, the Memory-eater
consumes some images and memories of the victim as well. The
Memory-eater cannot distinguish these memories from any others it
may have and assumes the memories of the devoured person arc its
own.
Morghoul
Climate/Terrain: Any non-water
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Semi
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 2D12
Armor Class: 3
Movement: 9”/12” Fly
Hit Dice: 5
THAC0: 16
Number of Attacks: 3
Damage/Attack: 1D12 (Claw)X2 + special, 1D10 (Bite) + special
Special Attacks: Paralyzation, Rot
Special Defenses: Undead immunities, ½ damage acid
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 520+5/hitpoint
A shadowy green-yellow man-like shape that smells of rotten flesh. It is a cross between a Ghoul and a Shadow.
Any creature struck by a Morghoul becomes paralyzed for 3D4 rounds and begins to rot away at a rate of one
hit point per round. This rot will continue until the creature dies or receives magical healing. Those bitten rot
1D20 points immediately and then 1 point per round afterwards.
Morghouls are turned as a Wraith. As undead Morghouls are immune to Fear, Paralyzation, Poison, Sleep and
Charm. Holy water does 1D10 points of damage per vial to Morghouls.
omgoth
Climate/Terrain: Any
Frequency: Rare
Organization: Solitary
Activity Cycle: Any, primarily nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 1
Armor Class: 6
Movement: 9
Hit Dice: 4
THAC0: 17
Number of Attacks: 2
Damage/Attack: 1D6 (Claws)
Special Attacks: Corruption (see below)
Special Defenses: Nil
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 125+4/hitpoint
Omgoths were once holy men who, through betrayal of their faith, now
suffer from a curse that has given them a rotting, ghoulish appearance.
Indeed, they look so much like ghouls that they are often mistaken for one.
Their bodies are in always in a continuous state of decay and they must
regularly feed on the living to replenish their lost flesh or the curse will
consume them. Omgoths exude an aura of corruption that causes healing
magics employed in their presence to damage the intended recipient
instead of healing; be they from spells, potions or magical items. Though
omgoths may be found in the company of undead creatures, they are not
themselves undead and cannot be turned.
Phantaghoul
Climate/Terrain: Any underground, ruins
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: B, P, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 3-18
Armor Class: -1
Movement: 22”
Hit Dice: 15
THAC0: 6
Number of Attacks: 3
Damage/Attack: 3-12/3-12 (Claws)/2-8 (Bite) + special
Special Attacks: Phantom Rot
Special Defenses: Undead Immunities, immune to Petrification
Magic Resistance: Standard
Size: M
Morale: Fearless
XP Value: 15,600+20/hit point
Generally, man-like in most respects but without hair, pale blue-grey overall with luminescent
green eyes and glittering metallic gold colored fangs and claws and of curiously
"rounded/blurred" features. The lower jaw is distinctly underslung and a pair of fangs juts
upward from them. The 2½" - 3½" long claws are semi-retractable (about halfway) and razor
sharp.
Because they are of the "undead" kind they can see, at will, into the astral and ethereal planes
and have a 90% chance of sensing those objects and/or beings "invisible" out to 120’. They have
fairly good hearing (75% to a 75' radius) and keen sense of smell (95% accurate within 30'). As
undead Phantaghouls are immune to Sleep, Charm, Poison, and Paralysis, the power of these
creatures is so great that their immunity to Paralysis extends to Pertrification. They are always
totally unafraid and of aggressive mein, even when "hit" with arcane Fear spells. They have the
ability to mentally control the horrific "Corpse Grinders" though they themselves are relatively
immune to such things (88%). They have a plus six (6) on saving throws vs spells and cold based
magic does but half (1/2) hurt to them. The saliva of their bite is, itself, a paralyzing toxin that
works against all living creatures of up to 100 HP in size. The paralysis lasting for 1D100 melee
rounds if a saving throw is failed. Finally, these nasty corpse eating critters naturally regenerate
all damage (with two exceptions) at the rate of one (1) HP each and every melee round. The two
exceptions to this:
(A) Physical damage caused by a silver object can only heal at a rate of one (1) HP every three
(3) days.
(B)Any wound (by any cause) that has been drenched in Holy Water cannot heal at all for three
(3) days, then will heal at the rate of one (1) HP every third day.
ATTACKS: They primarily use their taloned hands with slashing strikes of 3-12 points of damage
each. However, they can also bite for 2-8 pints of damage but have to struck the target with a
claw attack in the same round.. What makes them particularly "nasty" is the fact that all "living"
flesh struck by them will (90% chance) become "immediately" infected with "phantom rot". This
rot causes the victim to suffer an additional 1-3 HP of damage (by rotting) per melee round for
1d4 melee rounds per separate wound/strike. Only Holy water or a Cure Disease spell (1
vial/spell per wound) can stop this horrific festering and rotting of the victim's wounds.
These are fairly rare for an undead type and are most often encountered as guardians to some
long dead Necromancer's crypt or tomb.

Pisacha
Climate/Terrain: Ruins, Desert, Underground
Frequency: Common
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, Q, R, S
Alignment: Chaotic Evil
Number Appearing: 1d4
Armor Class: 6
Movement: 9”
Hit Dice: 8
THAC0: 12
Number of Attacks: 2
Damage/Attack: 1d6/1d6 (Claws) + special
Special Attacks: Disease, Level Drain
Special Defenses: +1 weapon or better to hit
Magic Resistance: Standard
Size: M
Morale: Elite
XP Value: 1,600 + 12/HTK
Pisacha and pisachi (females) are ghouls who haunt cemeteries and desert areas. They commonly are tawny
and the tops of their heads are yellow. Their language is a gibberish called Pisacha-basha (goblin-language).
They are a combination demon-ghost, have anger in their essence, and are accomplished liars. Their touch
causes disease. They like to have sex with mortals if the victim is asleep, insane, or drugged. They do not eat
living flesh; rather, they cause the living to die and then consume the corpses. Pisachas live in the drinking
water (wells, streams, reservoirs)of villages. They are especially malevolent toward fathers. A pisacha has
vicious, claw like nails that it uses in attack. If one hand strikes a target, that character contracts a disease,
with immediate onset, determined randomly by the GM, but if both of the pisacha's nails hit the same
character in the same round, the character also loses 2 life-energy levels.
Rat-Ghouls
Climate/Terrain: Any
Frequency: Uncommon
Organization: Solitary or flood
Activity Cycle: Any, primarily nocturnal
Diet: Omnivore
Intelligence: Semi
Treasure: Nil
Alignment: Neutral
Number Appearing: 2-40
Armor Class: 6
Movement: 16", 8" Swim, 8" Climb
Hit Dice: 1
THAC0: 20
Number of Attacks: 1
Damage/Attack: 1D4 (Bite)
Special Attacks: Payalyzation, disease
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: S
Morale: Steady
XP Value: 95+1/hitpoint
The foulest form of common vermin, Rat-ghouls are abnormally large Rats that have been infused with
necrotic energy, either from proximity to a source of foulness, or feasting upon necrotic flesh.
Resembling Giant Rats with desiccated, leathery skin, and patches of missing fur and flesh, the Rat-ghoul
is created when normal or Dire Rats feast on undead flesh, or being inundated with black magic or necrotic
forces. Rat-ghouls may be found in any evil area, and they act much as normal rats in their typical environments.
Rat-ghouls retain a spark of their former Rat intelligence. They tend to stay in packs, looking to feast on flesh
and detritus. If no “normal” food is available, the rat-ghouls begin feasting on each other, and then possibly
even themselves, so strong is their hunger.
Rat-ghouls attack en masse, and attempt to overrun their opponents. Rat-ghouls that successfully take an
opponent to the ground swarm and eat the creature as soon as possible. Rat-ghouls retain the ability to paralyze
foes as normal ghouls, save or be paralyzed for 3-8 (1D6+2) rounds. Elves are immune to this paralysis.
Disease Filth fever: Save vs poison to avoid. If the save is failed the onset is 1d3 days. One the disease has onset
the victim takes 1d3 Dexterity damage and 1d3 Constitution damage per day. A new saving throw is allowed each
day after the onset of the disease, 2 consecutive saves means the victim is cured. The lost statistic points return at a
rate if 1 each per day of complete rest.
As undead Rat-ghouls are immune to Paralyzation, Poison, Sleep and Charm.
Servant of The Unsated God
Climate/Terrain: Any land
Frequency: Rare
Organization: Solitary, Pair or Band
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Very
Treasure: See below
Alignment: Neutral evil
Number Appearing: 1 or 2 or 2-8
Armor Class: 3
Movement: 12”
Hit Dice: 11 + 33
THAC0: 10
Number of Attacks: 2 or 1
Damage/Attack: 1D6+3 (Bite), 1D6+3+2D8 necrotic (Mace)
or 1D8+1 Light Crossbow
Special Attacks: Disease, Spells
Special Defenses: Undead Immunities, ½ damage necrotic
Magic Resistance: Standard
Size: Medium
Morale: Fanatic
XP Value: 33.700+30/hit point
The grinning ghoul’s mace drips with shadow as it chants prayers to its dark god. Another shadowy grin
appears on top of the ghoul’s and extends out, consuming all it touches.
Worshiper of Hunger - Vardesain, known as the Unsated God, is a god of death, hunger, and the undead. The
bulk of his followers, especially in the deep caverns of the world, are undead. The most common of these
followers are darakhul— intelligent and civilized ghouls—who share their lord’s unholy hunger. The servants
of the Unsated God act as civil officials, support the imperial army, and spread the faith (often by slaying
intruding surface dwellers then recruiting them as newly risen undead).
Inescapable Hunger - Necrotic damage dealt by the Servant of the unsated god ignores resistance to necrotic
damage.
Master of Disguise - A Servant of the unsated god has the disguise capabilities of an Assassin with a -5%
chance to be detected. While using this ability, it loses its Stench.
Shadow Stealth - While in dim light or darkness, the Servant of the unsated god can Hide in Shadows as a 15th
level Thief even if observed.
Stench - Any creature that starts its turn within 5 feet of the Servant of the unsated god must succeed on a
Saving Throw vs Poison at -2 or be -4 to hit and -4 on any skill rolls until the start of its next turn. If a creature’s
saving throw is successful or the effect ends for it, the creature is immune to the Ghoul’s Stench for the next 24
hours. A Servant of the unsated god using this ability can’t also benefit from Master of Disguise.
Sunlight Sensitivity - While in sunlight, the Servant of the unsated god has a -4 penalty on to hit rolls.
Turning Defiance - The Servant of the unsated god is turned as a special with a -4 penalty on the Clerics turn
roll. Any turn attempts against Ghouls within 30 feet of a Servant of the unsated god are at a -4 penalty on the
Clerics turn roll.
Spellcasting - The Servant of the unsated god casts spells as a 4th level Clericwith 16 Wisdom. It typically has
the following spells prepared:
1st level (5 Spells): BaneX2, Command, Cause Light Wounds, Protection from Evil and Good
2nd level (4 Spells): Blindness/Deafness, Hold PersonX2, Spiritual Weapon
The servant of the Unsated God makes two attacks: one with its bite and one with its mace of the devourer, or
one with its crossbow.
Bite – Any creature bitten by a Servant of the unsated god must succeed on a Saving Throw vs Death or
contract Darakhul fever.
Mace of the Devourer - The mace is magical and infused with the Unsated god’s power while in the servant’s
hands.
Hungering Strike -A shadowy jaw superimposes over the Servant of the unsated god’s mouth and reaches out
to a creature within 30 feet of it. The target must make a Saving Throw vs Death taking 6d6 necrotic damage on
a failed save, or half as much damage on a successful one. Each round the Servant of the unsated god may roll
a D6, on a 5 or 6 they regain the use of this ability.
As undead Servants of the unsated god are immune to Poison, Paralyzation, Sleep and Charm and take ½
necrotic damage. Servants of the unsated god have treasure as a 11th level character plus 1,000 gp in coins and
gems.
Shub-Niggurath’s Slime Ghouls
Climate/Terrain: Any
Frequency: Uncommon
Organization: Solitary
Activity Cycle: Any
Diet: None
Intelligence: Semi (5-7)
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 2d8
Armor Class: 4
Movement: 12
Hit Dice: 3+3
THAC0: 18
Number of Attacks: 3
Damage/Attack: 1d4/ 1d4, 1d6
Special Attacks: Paralyzation, Nausea, Unholy Sputem, Rot Grub
Special Defenses: Normal Undead Immunities, Fire Resistance
Magic Resistance: Nil
Size: M
Morale: Fearless (19-20)
XP Value: 800
Slime ghouls are very hideous creatures to behold. They look much like normal ghouls; long
talons, long barbed tongues, and putrid flesh. Their flesh however is extremely water-logged and
they are constantly dripping a foul, pus-ridden blackish ichor that smells quite funky. Their
corpses are also infested with many writhing rot grubs.
Combat: In melee, Slime ghouls attack with a claw/ claw and bite routine for 1d4/ 1d4, 1d6
points of damage. Anyone hit by these attacks in a round must make a save vs. paralyzation (-1
for two hits, -2 for three hits) or be paralyzed for 1d6 rounds. Slime ghouls stink with such
foulness, anyone with a 10' radius is subjected to a stinking cloud type effect (save vs. poison
instead of spell). Once per turn, they can regurgitate a toxic liquid from their stomachs. This
putrid liquid causes 2d4 points of damage to non-evil beings. Lastly, their bodies are infested by
their creators with rot grubs. 1d4 of them can attack a person in melee with the Slime ghoul each
round, if a physical attack from either combatant scores a hit. Their attack effect is exactly like
that of a normal living rot grub.
Slime ghouls have the normal undead immunities from charms, poisons, and death magic. Due to
their water-logged bodies, they are very resistant to fire damage. Normal fire has no effect,
magical fire is at +1 for saving throws, -1 per damage die. Cold based magic effects them as a
slow spell. Strangely, water-destroying effects ie. Transmute Water to Dust, Evaporate, Part
Water, affect them as if they were considered to be water elementals.
Mode Of Creation: Slime ghouls are created by cabalists of Shub-Niggurath performing a
sacrifice in conjunction with a power ritual. The hapless victim is staved to the brink of death;
when they are in their last moments, the cabalist smothers them in a concoction of slime. They
then perform a power ritual to trap their souls in a receptacle to be fashioned to the cabalist’s
staff, and the empty corpse rises to serve the cabalist.
Slarecian Ghoul
Climate/Terrain: Any land or underground
Frequency: Very Rare
Organization: Solitary, pair or pack
Activity Cycle: Any
Diet: Carrion
Intelligence: Exceptional
Treasure: (B, Q, R, S, T)X2
Alignment: Chaotic evil
Number Appearing: 1, 1-2, 1-4
Armor Class: 0
Movement: 12"
Hit Dice: 7-18
THAC0: 14 to 3
Number of Attacks: 3
Damage/Attack: 1D6 (Claws)X2, 1D6+1 (Bite) + special
Special Attacks: Fetid Touch
Special Defenses: Undead immunities, +2 or better
weapons, turning immunity
Magic Resistance: Standard
Size: M
Morale: Fanatic
XP Value: 7 HD – 1,150+8/hit point
8 HD – 1,965+10/hit point
9 HD – 2,800+12/hit point
10 HD – 4,200+14/hit point
11-12 HD – 6,250+16/hit point
13-14 HD – 8,700+18/hit point
15-16 HD - 11,500+20/hit point
17-18 HD - 14,120+25/hit point

The humanoid has strange, alien features -most notably its high skull, which slopes back in a series of short homed plates. It s gray skin is rotting and
covered in an oily film that catches f aim rainbow hues in certain lighting. But it is the thing's face that commands immediate attention - for it leers with
horrifying hunger as it lunges forward.
Some say that when they were set upon simultaneously by the gods and titans, the only way the Slarecians could
survive was to kill themselves. Stories diverge from there.
Some say that Slarecian ghouls are all that remains of a great civilization, while others attest that the ghouls are but a
sampling of a city of undead slarecians that thrives beneath the ground. There is little dispute that these ghouls were once
Slarecians. Whether they became ghouls to escape destruction or were subject to it upon death due to a predilection for
cannibalism is hardly of concern to the unfortunates who face them. Like ordinary Ghouls, the Slarecian variety is emaciated, with rotten and decaying
flesh clinging to tall and now grossly slender frames. Slaredan ghouls eat only carrion, so fresh kills are left to decay before they are devoured.
The Slarecian ghoul has lost none of its desire to dominate "lesser" races. Entire villages or towns may be seized by these terrible beasts, and all the
inhabitants are afflicted by the
ghouls' fetid touch. The diseased inhabitants are allowed to live on only to serve later as food for the ghouls.
Slarecian ghouls speak Common and a tongue that no one can comprehend (Slarecian, which has proven unintelligible even through magic).
Slarecian ghouls are deadly foes. Much of the danger they pose is not faced until after a ghoul is destroyed-when victims may learn the terrible truth about
the Slarecian ghoul's fetid touch. A Slarecian ghoul attempts to spread its attacks to three opponents. It expects to afflict most of its foes with fetid couch
and thus force them to retreat, hopefully with one or more opponents still stunned and unconscious from the fetid touch 's effects. The ghoul may then
carry away a meal or pursue retreating opponents as circumstances warrant.
Fetid Touch: A living creature hit by a slarecian ghoul's attack must succeed at a saving throw vs death to avoid having his flesh start rotting. If the victim
fails, he is stunned for the next 2d4 rounds (Can't speak, move or take any action. Attacks on a stunned creature are at +4) At the end of this time, the
victim's life force is whisked away, turning him into a kind of "living undead." He is considered undead in all respects -immunities, healing, unaffected by
Raise Dead and similar spells, and so on-but he is not truly undead. Rather, the victim is caught in a terrible limbo between life and death. Until the
effects of the fetid touch are removed or dissipate, a victim's wounds are no
longer healing heal naturally -even magical spells and potions do not aid in healing. Victims in this state can be hurt further just like any undead, making
it a perilous condition. The victim acquires a zombie-like appearance (ashen gray skin) until the touch's effects wear off completely. Fetid touch has no
known cure other than natural recovery, but some wizards would certainly pay dearly to examine a victim ( willing or not). A victim receives a new
saving throw every day to recover naturally, but the saving throw penalty increases by - l per day. So, the saving throw penalty increases to -1 the day
after the affliction is gained, to -2 the following day, and so on.
Slarecians ghouls cannot be turned by clerics. As undead Slarcerian ghouls are immune to Fear, Paralyzation, Poison, Sleep and Charm.
Spirit-Ghoul
Climate/Terrain: Any Land
Frequency: 9HU\UDUH
Organization: 3DFN
Activity Cycle: 1RFWXUQDO
Diet: &DUQLYRUH
Intelligence: $YHUDJH
Treasure: %47
Alignment: &KDRWLFHYLO
Number Appearing: 
Armor Class: 
Movement: 
Hit Dice: 
THAC0: 
Number of Attacks: 
Damage/Attack:  &ODZV ; %LWH
Special Attacks: 3DUDO\]DWLRQ
Special Defenses: 8QGHDGLPPXQLWLHV
Magic Resistance: 
Size: 0
Morale: &KDPSLRQ
XP Value:
A 6pirit-ghoul is the end result of a human victim's possession by unknown demonic entities. Once so
possessed, the victim becomes immune to 3DUDO\]DWLRQ 3RLVRQ 6leep and &harm, and has paralyzation
powers like normal *houls. Such 6pirit-ghouls look just like normal ghouls, and the two can often be
found together in a pack. Exorcism will work against a spirit-ghoul. A detailed examination by a high-
level WK RU KLJKHU  cleric will reveal the possession. Thus, unlike normal ghouls, a 6pirit-ghoul is not
necessarily doomed to be a *houl forever. In fact, if a 6pirit-ghoul is knocked unconscious but not killed,
it can be bound so that the demon can later be exorcised. A character killed by a spirit-ghoul does not
risk becoming a ghoul. Clerics can turn these spirit-ghouls as they can normal ghouls.
Slime Ghoul
Climate/Terrain: Cold marshes
Frequency: Rare
Organization: Solitary, gang, or pack
Activity Cycle: Any
Diet: Carnivorous
Intelligence: Average
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 1, 2– 4, 7– 12
Armor Class: 10
Movement: 12”
Hit Dice: 3d12
THAC0: 18
Number of Attacks: 1
Damage/Attack: 1d4+2 plus 1d3 acid
Special Attacks: Nausea
Special Defenses: Undead immunities, immune to polymorph and oozes, +1 or better
weapon to hit
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 195+3/hit point
This loathsome beast is humanoid in shape, but has slimy, rotting green flesh hanging from clearly
visible bones. It's snarling mouth is filled with blackened fangs, and the slick hide is free of hairs. Its
ravenous eyes almost glow with rage within their sagging sockets.
Under certain unusual circumstances, a cadaver can decay in such a manner that it possesses a
gelatinous, slimy composition. This is particularly so in swampy areas, but it can also occur in other
humid environments such as an underwater cave. If the body rises in the form of an undead, it gains
certain ooze-like properties that can make it an even more formidable foe. The Slime ghoul is one such
undead, perhaps the most common of its type.
The Slime ghoul appears much like a typical Ghoul, although it will typically be darker and more green-
hued. The flesh has a slick, unwholesome appearance, as though drawn up through the viscous slime
sometimes found floating near the top of a stagnant pond. While it has a skeletal structure, the bones
have become pliable and rubbery.
The Slime ghoul can not be created or summoned through magical means. It is a purely natural
manifestation if such can be said of any undead.
Combat
Slime ghouls try to attack with surprise on their side whenever possible. They lack the hard claws of a
ghoul, and instead attack with a wet-sounding slam that leaves a nauseating stench lingering in the air.
Nausea: Those hit by a slime ghoul's slam attack must succeed on a saving throw vs poison or be
nauseated for 1d4+1 rounds (Unable to take any action, automatically fails any saving throw except
those to end the nausea) .
Ooze: As a standard action, a slime ghoul can squeeze its body under a door or through a crack,
advancing a maximum of 5 feet.
As undead Slime ghouls are immune to Paralyzation, Poison, Charm and Sleep.
Srin-po
Climate/Terrain: Any land
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: B, F, T
Alignment: Neutral Evil
Number Appearing: 1D6
Armor Class: 0
Movement: 15"
Hit Dice: 6
THAC0: 14
Number of Attacks: 2
Damage/Attack: 1D6/1D6 (Bites) + special
Special Attacks: Level Drain
Special Defenses: +1 weapon or better to hit
Magic Resistance: Standard
Size: M
Morale: Fanatic
XP Value: 750 + 8/hit point
Srin-po are cannibalistic vampire-ghouls that are the color of raw (Oriental) flesh. They are malevolent
and bloodthirsty toward humans. Each bite drains 1 life-energy level from victim
sumatran Rat-Ghoul
Climate/Terrain: Any
Frequency: Uncommon
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Semi
Treasure: Nil
Alignment: Chaotic Evil
Number Appearing: 2D10
Armor Class: 6
Movement: 9"
Hit Dice: 1D6
THAC0: 20
Number of Attacks: 1
Damage/Attack: 1D4 (Bite)
Special Attacks: Paralyzation
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: S
Morale: Steady
XP Value: 60+1/hit point
These horrid undead creatures are not much larger
than a giant rat; they resemble tiny humans but with
twisted, feral features, grey skin, and no hair other
than a line of rat-fur down their backs. They
obviously have never been human; they are carrion
eaters of the grave, an undead vermin whose horrid
similarity to human beings is (one hopes) a twisted
coincidence. Sumatran rat-ghouls travel with packs of
giant rats, raiding graves and tombs for their
abominable food. Their bite causes paralysis, much
like that of a normal ghoul, but the effect lasts only
2d6 combat rounds (a saving throw will negate the
effect, and the saving throw is made at +2). As
undead, they are immune to Paralyzation, Poison,
Charm and Sleep.
Tentaghoul
Climate/Terrain: Any land
Frequency: Rare
Organization: Pack
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Low
Treasure: B, Q, R, S, T
Alignment: Chaotic evil
Number Appearing: 2-8
Armor Class: 7
Movement: 16”
Hit Dice: 9D10 + 27
THAC0: 12
Number of Attacks: 2
Damage/Attack: 2D8 +4 (Tentacle)X2
Special Attacks: Paralyzation, Stench
Special Defenses: Undead immunities
Magic Resistance: Standard
Size: Large
Morale: Champion
XP Value: 13,100+20/hit point
Stench - Any creature that starts its turn within 10 feet of the Tentaghoul must succeed on a Saving Throw vs
Poison or be at -4 penalty to attack rolls and ability checks until the start of its next turn. On a successful saving
throw, the creature is immune to the Tentaghoul's Stench for 24 hours.
The tentacles of a Tentaghoul have a reach of 10 feet. Any creature struck by a Tentaghoul must succeed on a
Saving Throw vs Paralyzation or be paralyzed for 10 rounds.
As undead Tentaghouls are immune to Paralyzation, Poison, Sleep and Charm and take ½ damage from necrotic
and blunt weapons. Tentaghouls are turned as Vampires.
Vampire Ghoul
Climate/Terrain: Any
Frequency: Rare
Organization: Horde
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Semi
Treasure: None
Alignment: Chaotic Evil
Number Appearing: 1-20
Armor Class: 4
Movement: 9"
Hit Dice: 5
THAC0: 16
Number of Attacks: 3
Damage/Attack: 3-8/3-8 (Claws)/3-6 (Bite)
Special Attacks: Nil
Special Defenses: Regeneration, Undead immunities
Magic Resistance: Standard
Size: M
Morale: Champion
XP Value: 330+5/hit point
Vampire ghouls are groups of barbaric, nearly animal creatures. They are hairless, with
pointy ears and black eyes. Often, they are dressed in rags. They can frequently be
encountered in the dungeons of Vampires and other undead creatures. Vampire ghouls are
often mistaken for Ghouls, how-ever these creatures are less cunning. These failed Vampires
are ravenous cannibals that will arrack any warm-blooded creatures. Bright lights, holy
symbols or holy water splashed on them (inflicting 2-7 points of damage) force the creatures to
make morale checks or flee. They do not have to make morale checks in the presence of a
controlling Vampire, Victims killed by these creatures will be devoured utterly in 2-8 days.
Vampire ghouls are turned as Ghasts and they regenerate 2 hit points per round. Vampire
Ghouls are killed instantly by sunlight and they greatly fear it. Without direct instruction from
a Vampire master, they are easy to destroy.
As undead Vampire ghouls are immune to Paralyzation, Poison, Charm, and Sleep.
ierd

Vierds are creepy, two-headed cousins to ghouls, standing only 3ft tall. They are nocturnal albinos with pink eyes,
yellow claws and dirty fangs. Like their kin, they are immune to Charm, Paralyzation, Poison and Sleep. A vierd
has a paralyzing touch on a failed save (2d6 turns), and if bitten, the victim must make a saving throw or contract
Ghoul Fever. The diseased spot must be purified immediately (burning, amputation, holy water, etc.) in order to
arrest the spread of the disease.
Ghoul Fever - Onset 24 hours. This disease causes 1D3 Dexterity damage and 1D3 Constitution damage 24 hours
after a failed saving throw. A new saving throw is made each day after the first 24 hours with a failed save resulting
in another D3 Dexterity damage and 1D3 Constitution damage. Two consecutive successful saving throws means
the victim is cured. Dexterity and Constitution return at a rate of one point per day of rest. If a creature dies of
Ghoul Fever they rise as a Ghoul 24 hours later. If the victim is greater than 4 hit dice they rise as a Ghast.
Wendigo
Climate/Terrain: Any non-civilized
Frequency: Very Rare
Organization: Solitary
Activity Cycle: Any
Diet: Carnivore
Intelligence: Supra-genius
Treasure: Nil
Alignment: Chaotic evil
Number Appearing: 1
Armor Class: -5
Movement: 24" Fly
Hit Dice: 30
THAC0: -9
Number of Attacks: 2
Damage/Attack: 3D10
Special Attacks: See below
Special Defenses: See below
Magic Resistance: 75%
Size: H (15' tall)
Morale: Fearless
PSIONIC ABILITY: 250
Attack/Defense Modes: All/all
XP Value: 18,400+55/hit point
Wendigo sometimes appears as a giant spectral being, part human and part animal, but his appearance varies because
Wendigo is so chaotic that his body constantly changes. Everyone who sees Wendigo sees him differently, since
Wendigo's form reflects a person's deepest fears. In addition to his physical attacks, Wendigo can summon 2-24
ghouls, 1-6 ghasts, and 1-3 wind walkers, one group each per day. Wendigo can use this summoning power once per
turn until, after three turns, he has summoned each kind of monster. Anyone looking at Wendigo must save vs. spells
or be affected by fear. If the save fails, the person must make a second saving throw against death magic. If this
second save also fails, then the individual becomes a servant of Wendigo and will be under his complete control. The
control can only be broken by reducing Wendigo to zero or less hit points, slaying him. As undead a Wendigo is
immune to Paralyzation, Poison, Charm and Sleep. Wendigo are turned as a Special.
Yarmaluk AKA Snow Ghoul
Climate/Terrain: Arctic
Frequency: Uncommon
Organization: Pack
Activity Cycle: Any
Diet: Carnivore
Intelligence: Average
Treasure: B, D, Q, R, S, T
Alignment: Chaotic Evil
Number Appearing: 1-6
Armor Class: 3
Movement: 20”
Hit Dice: 12
THAC0: 9
Number of Attacks: 2 or 1
Damage/Attack: 2-12/2-12 (Claws) or 5-10 (Bite) + poison
Special Attacks: Poison
Special Defenses: Undead Immunities, immune to cold and fear
Magic Resistance: 75%
Size: M
Morale: Fanatic
XP Value: 6,350+15/hit point
A shaggily-furred anthropoid that is snow-white overall with "blue ice" talons, fangs and eyes, a
man-like face, double thumbed hands and arms 150% longer than would seem “normal". Its feet
are akin to its hands and may be used as hands if a hand is unusable.
Yarmalukes attack with two clawed hands 2-12 points of damage each, or they can bite for 5-10
points of damage. Said bite envenomed with a sleep-inducing effect. It works on creatures of up
to 50 hit points, those 51-99 hit points while not put into the deep, trance-like sleep, are none-
the-less caused to move at ½ their normal speed and attack at ½ their level. The effect lasts 6-10
rounds per each 1 hit point the victim is less than 100, all above 100 HP are not affected in any
way. All 50 HP or less will immediately after the bite) fall into the "ice—sleep" for 10D100
rounds less 1Dl0 rounds per point of Constitution. Note that those "asleep" will remain so, even
while being eaten alive - which is just how the snow ghoul likes it! A successful saving throw vs
poison will cause victims of 51+ HP size to be unaffected and those of 50 HP or less to only
suffer the "slowing" effect.
Yarmalukes are 100% immune to all forms of cold, arcane or natural. As undead Snow Ghouls
are immune to Sleep, Charm, Poison, and Paralysis, in addition, they cannot be confused,
frightened or caused to run away except by a Turn Undead. They can see all things ethereal and,
once each 13 hours, travel safely to or from that plane. They hate "warm things/hot life" and take
double damage from fire or heat of any kind.
Snow Elves are their greatest enemies.
Yizil ( Desert Ghoul)
Climate/Terrain: Any warm desert
Frequency: Rare
Organization: Solitary, patrol, or throng
Activity Cycle: Nocturnal
Diet: Carnivore
Intelligence: Average
Treasure: K
Alignment: Chaotic evil
Number Appearing: 1, 3-5, 6-12
Armor Class: 3
Movement: 16
Hit Dice: 7
THAC0: 14
Number of Attacks: 3
Damage/Attack: 1D4+2 (Claws)X2/1D8+1 (Bite)
Special Attacks: Laughter, Relentless Jaws
Special Defenses: Undead Immunities
Magic Resistance: Standard
Size: Medium
Morale: Steady Relentless Jaws: Once a Yizil has bitten an
XP Value: 1,075+8/hit point opponent it has locked its jaws on the victim and
The Yizil are desert ghouls, instinctual tomb robbers and the it can do bite damage against him with no "to hit"
gnawers of bones. They avoid the open desert, especially during roll required. This also gradually chews through
the day. Like jackals, they prey upon what they can find in long- its opponent’s armour – each round the Yizil uses
abandoned tombs, living a twisted and horrible existence in the relentless jaws, including the first round, the
desert catacombs. Their mocking laughter is not unlike a Armor Class of the victim is reduced by 1 for as
hyena’s, filling the air with screeches like that of a jackal. They long as the Yizil has it's victim in it's jaws. Claw
oftentimes dress in the funerary trappings and baubles they find attacks made by the Yizil against a victim
in the tombs, parading the spoils of their scavenging. suffering from it's Relentless Jaws are at +4 "to
Yizil, like other ghouls, speak their own language of grunts, Hit".
growls and screeches. No non-Yizil has yet mastered it, largely As undead Yizil are immune to Paralyzation,
due to how violent any dealing with them tends to be. It is very Poison, Charm and Sleep.
similar to the ‘language’ of the common ghoul, but whether or
not they could cross-communicate has never been tested.
Yizil prefer to ambush their prey in the darkness of a catacomb
or under the cover of night, slashing with their sharp claws until
they can get their strong jaws into their targets.
Laughter: A Yizil can give up a bite attack to give voice
to his sick and bestial laughter, imposing a –1 penalty to mind
affecting saves on every non-Yizil within 30 feet. This penalty
lasts for 7 hours stacks both with itself and the laughter of other
Yizils. After 5 rounds of laughter every non-Yizil within 30 feet
must make a saving throw vs spells, with the penalty or suffer
the effects of a Confusion spell. A new saving throw is allowed
each round to shake off the confusion. Remember the penalty. A
whole group cackling away can quickly reduce the strongest-
willed man to insanity.
Young Blue Dragon Bone Ghoul
Climate/Terrain: Very Rare
Frequency: Solitary, Pair, Pack
Organization: Nocturn
Activity Cycle: Carnivore
Diet: High
Intelligence: H, S
Treasure: Chaotic evil
Alignment: 1, 2 , 3-6
Number Appearing: 2
Armor Class: 12”, 24” (Fly),
Movement: 12” (Burrow)
16D10 +64
Hit Dice: 5
THAC0: 3
Number of Attacks: 2D6+5 (Claw)X2,
Damage/Attack: 2D10+5 +1D10 Electrical (Bite)
Breath weapon
Special Attacks: Undead immunities,
Special Defenses: Immune to necrotic
and lightning,
Magic or silver to hit
Standard
Magic Resistance: Large
Size: Fearless
Morale:
XP Value: 72,000+50/hit point
Any
Brutal - The Dragon ghoul has twice the normal chance to deal a critical hit. Upon dealing a critical hit, it does
a minimum of triple damage.
Death Eater - The dragon ghoul knows the direction of an undead or corpse within 1 mile of it.
Fear of the Light - When the Dragon ghoul takes radiant damage or starts its turn in sunlight, the Ghoul must
succeed on a Saving Throw vs Spell or be subject to a Fear effect until the end of its next turn.
Pack Tactics - The Dragon ghoul has a +4 bonus to attack rolls against a creature if at least one of the ghoul's
allies is within 5 feet of the creature and the ally isn't incapacitated.
Spider Climb - The dragon ghoul can climb difficult surfaces without needing to make an ability check.
Spiked Body - When a creature grapples or hits the Dragon ghoul while within 5ft. of it, that creature takes 1D8
piercing damage.
The dragon ghoul can make three attacks: one with its bite and two with its claws
Bite – Any creature bitten by a Dragon ghoul must succeed on a Saving Throw vs Death contract Ghoul Fever.
Lightning Breath - The dragon ghoul exhales lightning in a 60ft. line that is 5ft. wide. Each creature in that
line must succeed a Saving Throw vs Breath Weapon or take 10D10 lightning damage on a failed saving throw
and half as much on a successful saving throw. Each round the dragon ghoul may roll 1D6, on a 5 or 6 the
Dragon ghoul regains the use of its breath weapon.
Aggressive - The Dragon ghoul can move up to double its movement speed to reach a hostile creature that it
can see within range and still attack at the end of that move. This can be done once per round on the Ghoul’s
turn.
Devour - When a creature the Dragon ghoul can see within 120ft.(240 ft if flying) is reduced to 0 hitpoints, the
Dragon ghoul can move up to its movement speed to make a melee attack. Upon a hit, that creature is instantly
killed and the Dragon ghoul regains 10 hitpoints and gains 10 temporary hit points upon using this feature.
As undead Dragon ghouls are immune to Paralyzation, Poison, Sleep and Charm. Dragon ghouls are also
immune to Necrotic and Electrical damage and can only be damaged by silver or magical weapons. Dragon
ghouls have Blindsight out to 30 feet and Darkvision to 120 feet.
Dread Ghoul
Eaters of the dead that hunger for the living, the first ghouls were the undead remains of humans who had indulged in unwholesome
pleasures, such as cannibalism or necrophilia, in life. The original dread ghouls came into being because they had exhorted or compelled
others to such acts while alive. Although both types of undead can create more of their kind, dread ghouls maintain their role as leaders
of their normal kindred.
Dread Ghoul

Also called ghoul lords or ghuls, dread ghouls are to ghouls what dread ghasts are to ghasts. Both dread creatures can command
normal ghouls, and this situation often creates conflict. Because they cannot command normal ghasts, however, dread ghouls often find
themselves on the losing side of such battles.
A dread ghoul looks like a gray and emaciated version of its living form. Its limbs often end in terrible claws caked with grave dirt and
the rotting flesh of its last disinterred meal. A dread ghoul’s eyes glow dimly with an angry light, and its hunger for flesh is clearly written
on its features.

Creating a Dread Ghoul


“Dread ghoul” is an acquired template that can be added to any Damage: If the dread ghoul gained bite or claw attacks from the
living creature (referred to hereafter as the base creature). application of this template, the base damage for each is as
given on the following table.
A dread ghoul uses all the base creature’s statistics and special
abilities except as noted here.
Damage
Size and Type: The creature’s type changes to undead with the
appropriate augmented subtype. Do not recalculate base Size Bite Base Damage Claw Base Damage
attack bonuses, saves, or skill points. Size is unchanged. Fine 1 —
Hit Dice: Increase all current and future Hit Dice to d12s. Diminutive 1d2 —
Tiny 1d3 1
Speed: If the base creature has a climb speed and a land speed, Small 1d4 1d2
increase the climb speed to match the land speed unless it is Medium 1d6 1d3
already higher. If the base creature lacks one of those speeds, Large 1d8 1d4
the dread ghoul gains the missing mode of movement at Huge 2d6 1d6
a speed equal to the other. If the base creature lacks both Gargantuan 2d8 1d8
modes of movement, the dread ghoul gains both at a speed Colossal 4d6 2d6
equal to one-half the base creature’s highest speed.
Special Attacks: The dread ghoul retains all the base creature’s
Armor Class: The dread ghoul’s natural armor bonus improves by special attacks and gains those described here.
+2 over that of the base creature.
Command Ghouls (Su): A dread ghoul can
Attack: The dread ghoul retains all the base automatically command all normal ghouls within
creature’s attacks, and its weapon and armor 30 feet as a free action. Normal ghouls never attack a
proficiencies. These attacks retain the same dread ghoul unless compelled.
primary or secondary status they had for the
base creature. If the base creature possesses Create Spawn (Su): In most cases, dread ghouls feast
at least one mouth but has no natural attack on the bodies of the fallen. However, any creature
with it, the dread ghoul gains a bite attack killed by a dread ghoul that lies undisturbed until the
with each mouth. The bite attack is primary if the base next midnight rises as a dread ghoul at that time. The new
creature has no natural attacks; otherwise it is secondary. dread ghoul is not under the control of its creator. A protection
If the base creature possesses at least one arm but has no from evil or gentle repose spell cast on the corpse prevents this.
natural attacks with it, the dread ghoul gains a secondary Paralysis (Ex): A creature damaged by a dread ghoul’s
claw attack with each such limb. natural attack must succeed on a Fortitude save (DC 10

Creating a Normal Ghoul


You can use this template to create a creature that closely mimics the standard ghoul from the MM. To do so, simply alter the
features of the dread ghoul template in the following ways.
• The ghoul does not gain the command ghouls, create spawn, scent, and turn resistance abilities, the Track feat, or a racial
bonus on Survival checks.
• The ghoul gains the ghoul fever ability, as described in the MM.
• The ghoul’s speeds are unchanged.
• The CR increase is +0 instead of +1.

76
+ 1/2 dread ghoul’s character level + dread ghoul’s Cha Environment: Any.
modifier) or be paralyzed for 1d4+1 rounds.
Organization: Solitary, pair, gang (3–4), or pack (5–12).
Special Qualities: The dread ghoul retains all the base creature’s
Challenge Rating: Same as the base creature +1.
special qualities and gains those described here.
Alignment: Always chaotic evil.
Scent (Ex): A dread ghoul can detect approaching enemies
and sniff out hidden foes by sense of smell alone. See the Level Adjustment: Same as the base creature +4.
MM for details of this quality.
Dread Ghoul Characters

Dread Ghoul
Turn Resistance (Ex): A dread ghoul has turn resistance +2.
Abilities: Increase from the base creature as follows: Str +2, Dex A dread ghoul favors whichever class the base creature does. Its
+4, Int +2, Wis +4, Cha +2. As an undead creature, a dread all-consuming hunger for the living or rotting flesh of a sentient
ghoul has no Constitution score. creature cannot be satiated by other foods. This hunger builds
until the dread ghoul is in a state of frenzy. The GM may require
Skills: A dread ghoul gains a +8 racial bonus on Survival checks. a dread ghoul character who has gone for several days without
A dread ghoul receives a +8 racial bonus on Climb checks feeding on the flesh of a sentient being to make a Concentration
and can always choose to take 10 on Climb checks, even if check to perform any action not designed to result in such feeding.
rushed or threatened. Success staves off the hunger for another day.
Feats: A dread ghoul gains Track as a bonus feat if the base
creature did not already have it.

- Sample Creature: Dread Ghoul Frost Giant -


Large Undead (Augmented Giant, Cold)
Hit Dice: 14d12 (91 hp)
Initiative: +1
Speed: 40 ft. (8 squares), climb 40 ft.
Armor Class: 25 (–1 size, +1 Dex, +11 natural, +4 chain shirt)
touch 10, flat-footed 24
Base Attack/Grapple: +10/+24
Attack: Greataxe +19 melee (3d6+15/x3) or bite +19 melee
(1d8+10 plus paralysis) or slam +19 melee (1d4+5 plus
paralysis) or rock +11 ranged (2d6+10)
Full Attack: Greataxe +19/+14 melee (3d6+15/x3) and bite +14
melee (1d8+5 plus paralysis) or bite +19 melee (1d8+10
plus paralysis) or 2 slams +19 melee (1d4+10 plus
paralysis) or rock +11 ranged (2d6+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Command ghouls, create spawn, paralysis,
rock throwing
Special Qualities: Darkvision 60 ft., immunity to cold, low-
light vision, rock catching, scent, turn resistance +2,
undead traits, vulnerability to fire
Saves: Fort +9, Ref +5, Will +8
Abilities: Str 31, Dex 13, Con —, Int 12, Wis 18, Cha 13
Skills: Climb +22, Craft (any one) +7, Intimidate +7, Jump +18,
Spot +14, Survival +12
Feats: Cleave, Great Cleave, Improved Overrun, Improved Sunder,
Power Attack, Track
Environment: Any
Organization: Solitary, pair, gang (3–4), or pack (5–12)
Challenge Rating: 10
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Level Adjustment: +8
Here is an example of a dread ghoul using a frost giant as the base
creature. effectively, a dread ghoul frost giant flees, then returns later to track
its foe, hoping to take its revenge when the enemy is off guard.
A dread ghoul frost giant is a horror to both smaller creatures and
other giants. Intelligent and adept with tactics, dread ghoul frost A dread ghoul frost giant is a 15-foot tall, walking horror.
giants use the terrain to best advantage, hurling stones at foes Chainmail hangs from its gaunt body, and its eyes burn like small
from points unreachable by creatures that cannot fly or climb. If coals in the backs of its empty eye sockets. The remains of its beard
confronted by a foe that uses long-range spells or otherwise attacks are caked with dried gore.
77
size can make a Reflex save to catch it as a free action. The DC is
Combat 15 for a Small rock, 20 for a Medium one, and 25 for a Large one.
A dread ghoul frost giant enjoys hurling missiles (particularly (If the projectile provides a magical bonus on attack rolls, the DC
tombstones) at foes from afar. If its targets flee, take cover, or close to increases by that amount.) The dread ghoul frost giant must be
attack, it moves to meet them and attacks with its bite and greataxe. ready for and aware of the attack in order to make a rock catching
attempt.
Command Ghoul (Su): See the dread ghoul template.
Turn Resistance (Ex): See the dread ghoul template.
Create Spawn (Su): See the dread ghoul template.
Undead Traits: A dread ghoul frost giant is immune to mind-
Paralysis (Ex): DC 18 Fortitude save; see the dread ghoul template.
affecting effects, poison, sleep effects, paralysis, stunning, disease,
Rock Throwing (Ex): A dread ghoul frost giant can hurl rocks death effects, and any effect that requires a Fortitude save unless
weighing 40 to 50 pounds each (Small objects) up to five range it also works on objects or is harmless. It is not subject to critical
increments. The size of the range increment for this attack is 120 feet. hits, nonlethal damage, ability damage to its physical ability scores,
ability drain, energy drain, fatigue, exhaustion, or death from
Rock Catching (Ex): Once per round, a dread ghoul frost giant massive damage. It cannot be raised, and resurrection works only if
that would normally be hit by a rock of Small, Medium, or Large it is willing. Darkvision 60 ft.

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