Ghoul, Imperial

Imperial Ghoul CR 4

XP 1,200
LE Medium undead
Init +3; Senses darkvision 60 ft.; Perception +10

DEFENSE

AC 18, touch 13, flat-footed 15 (+3 armor, +3 Dex, +2 natural)
hp 37 (5d8+15)
Fort +5, Ref +6, Will +9
Defensive Abilities channel resistance +2; Immune undead traits

OFFENSE

Speed 30 ft., burrow 15 ft.
Melee bite +7 (1d6+1 plus ghoul fever and paralysis), 2 claws +4 (1d4 plus paralysis)
Special Attacks paralysis (1d4 rounds, DC 15, elves are immune to this effect)

STATISTICS

Str 13, Dex 16, Con —, Int 13, Wis 14, Cha 14
Base Atk +3; CMB +4; CMD +17
Feats Toughness, Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +7, Climb +9, Diplomacy +6, Disguise +6, Intimidate +6, Knowledge (dungeoneering) +5, Perception +10, Sense Motive +7, Stealth +11
Languages Common

SPECIAL ABILITIES

Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 15 (Cha-based); onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.

A 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.

ABOUT

Environment urban and underground
Organization solitary, pair, or gang (3–12)
Treasure NPC gear (studded leather armor)

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.

Imperial Ghast CR 5

All imperial ghasts are imperial ghouls with the advanced monster template. An imperial ghast’s paralysis affects elves. The overwhelming stink of rot and gore surrounding these creatures grants them the stench Extraordinary ability (10-ft. radius, Fort DC 17 negates, sickened for 1d6+4 minutes).

Lacedon Captain CR 4

Some lacedons retain aspects of their nautical skill and command presence beyond their transformation into undead horrors. Typically bosun’s mates, lieutenants, and captains of sailing vessels while alive, these undead continue to command beyond the grave. In addition to the abilities typical to imperial ghouls, these creatures possess a swim speed of 30 ft. Instead of Knowledge (dungeoneering), they typically have Profession (sailor) +5 as a skill. They can also arouse faint memories of nautical life in other undead, allowing such beings to function as if they possessed Profession (sailor) +4 while in the lacedon captain’s presence.

Section 15: Copyright Notice

Midgard Bestiary for Pathfinder RPG, (c) 2012 Open Design LLC; Author: Adam Daigle with Chris Harris, Michael Kortes, James MacKenzie, Rob Manning, Ben McFarland, Carlos Ovalle, Jan Rodewald, Adam Roy, Christina Stiles, James Thomas, and Mike Welham.

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