Dungeons and Dragons Ghoul 3.5 PBP RPG

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Ghoul

Ghoul

Ghast

Medium Undead

Medium Undead

Hit Dice:

2d12 (13 hp)

4d12+3 (29 hp)

Initiative:

+2

+3

Speed:

30 ft. (6 squares)

30 ft. (6 squares)

Armor Class:

14 (+2 Dex, +2 natural), touch 12, flat-footed 12

17 (+3 Dex, +4 natural), touch 12, flat-footed 14

Base Attack/Grapple:

+1/+2

+2/+5

Attack:

Bite +2 melee (1d6+1 plus paralysis)

Bite +5 melee (1d8+3 plus paralysis)

Full Attack:

Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)

Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis)

Space/Reach:

5 ft./5 ft.

5 ft./5 ft.

Special Attacks:

Ghoul fever, paralysis

Ghoul fever, paralyis, stench

Special Qualities:

Darkvision 60 ft., undead traits, +2 turn resistance

Darkvision 60 ft., undead traits, +2 turn resistance

Saves:

Fort +0, Ref +2, Will +5

Fort +1, Ref +4, Will +6

Abilities:

Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 12

Str 17, Dex 17, Con -, Int 13, Wis 14, Cha 16

Skills:

Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7

Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8

Feats:

Multiattack

Multiattack, Toughness

Environment:

Any

(Lacedon: Any aquatic)

Any

Organization:

Solitary, gang (2-4), or pack (7-12)

Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)

Challenge Rating:

1

3

Treasure:

None

Standard

Alignment:

Always chaotic evil

Always chaotic evil

Advancement:

3 HD (Medium)

5-8 HD (Medium)

Level Adjustment:

-

-

Ghouls speak the languages they spoke in life (usually Common).

Combat

Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.

Ghoul Fever (Su): Disease-bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

Lacedon

These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.

Ghast

Although these creatures look just like their lesser kin, they are far more deadly and cunning.

Combat

Ghoul Fever (Su): Disease-bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.


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Kiven tries to hide it but shows a hint of fear as he is about to be branded. The elf puts his head down and looks away from the others as the brand is pressed to searing flesh but eventually he lets out one short, loud cry, gasping for air. As the task is finished and they release his other arm the proud ex-noble wipes his face clean of any evidence that he did not handle this well. He stands tall and tries not to wince has they drag him from the room.

Once in their cell, Kiven reacts little to Eya's mention of his brother being a real ass, but shoots her a very quick and serious look when she offers to assist in killing Tyris. Within a fraction of a second he is back to his previous demeanor and mutters "I will take care of HIM."

Regarding the brand, Kiven acknowledges Eya's words. "Yes, Forsaken we are. It matters not, and I will relish it. Today I am free of the shackles; the shackles of my family, of expectations, of law, of weakness. There is just one pair yet to shed." At that he looks at his elaborate chains and gauntlets. "I did my part, fiend, and you still owe me what you promised. You can start by contributing to my escape."

To Jesla's doubts that the men here can contribute at all, the self proclaimed Prince only reacts with a small smirk. Respar at least receives a nod to his suggestion of being a bit more tactical and cautious in their escape.

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