From 1d4chan
Jump to: navigation, search

Ghuls are a species of "half-undead" from Dungeons & Dragons - specifically, they're half-ghouls, typically created when a pregnant woman is transformed into a ghoul, ghast or lacedon, and yet the unborn child somehow survives the change and comes to term. A rare few ghuls survive to adulthood thanks to a protective instinct within their ghoulish mothers - others are rescued before they can be killed, typically by clerics, paladins or necromancers. Those raised in the company of ghouls tend to be spiteful and self-loathing, while those who manage to enter human society are often persecuted for their uncouth dietary needs.

Ghuls are fearsome creatures. They are gaunt, almost emaciated, with rough, leathery skin. Sharp teeth fill their mouths and long tongues loll out between yellow fangs. They have black, green, pale purple, or chalk-white skins, and pupil-less yellow, red, or green eyes that glow faintly in low light. Unless a ghul take special care to bathe frequently, it stinks of carrion and dried blood.

The ghul racial template debuted in Dragon Magazine #313 for Dungeons & Dragons 3rd Edition. Their counterparts include the Fetch and the Ghedan. They are one of the progenitor races of the Mortif.

Attack: A ghul retains all the attacks of the base creature and also gains a bite attack if it didn't already have one. If the base creature can use weapons, the ghul retains this ability. A creature with natural weapons retains those weapons. A ghul fighting without weapons uses either its bite attack or its primary natural weapon (if it has any). A ghul armed with a weapon uses its bite or a weapon, as it desires.
Full Attack: A ghul fighting without weapons uses either its bite attack or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as a primary attack along with a bite or other natural weapon as natural secondary attack.
Damage: Ghuls have bite attacks. If the base creature does not have this attack form, use the appropriate damage from the table below according to the ghul's size. creatures that have a bite attack retain their old damage values or use the appropriate value from the table, whichever is better.

Size Bite Damage Fine 1 Diminutive 1d2 Tiny 1d3 Small 1d4 Medium 1d6 Large 1d8 Huge 2d6 Gargantuan 2d8 Colossal 4d6

Special Attacks: A ghul retains all the special attacks of the base creature and also has the following special attack.
Paralysis (Ex): A ghul can inflict paralysis with an unarmed strike or bite attack once per day per Hit Die. The opponent must make a Fortitude save (DC 10 + 1/2 ghul's HD + ghul's Charisma modifier or be paralyzed for 1d4+1 minutes. Elves are immune to this paralysis.
Special Qualities: A ghul has all the special qualities of the base creature and those common to all half-undead (see the Half-Undead Traits). They also have the following special qualities.
Gruesome Hunger (Ex): The digestive system of a ghul is designed to digest carrion to the exclusion of all else. Ghuls can devour raw or putrefied food at any stage of decay without ill effect. Ghuls hunger for the flesh of intelligent creatures, especially that of their mortal kin. This hunger rises every six days and can be fought off with a DC 15 Will save. Each successful save staves off the hunger for another day. A ghul that fails this save must eat a quantity of raw or rotten flesh of an intelligent creature equal to one-tenth its weight before moonrise of the next day, or be sickened until it has eaten half its weight in rotten or raw meat from an intelligent creature within 24 hours.
Immunities (Ex): A ghul has immunity to disease and ingested poisons. It gains a +4 racial bonus on saves against poisons of other kinds. Odor-based attacks, such as the stinking cloud spell or a ghast's stench ability, have no affect on a ghul. Ghuls are invulnerable to paralysis inflicted by ghouls, lacedons, ghasts, or other ghuls.
Abilities: Change from the base creature as follows: Str +2, Dex +4, Wis +4, Cha +2.
Skills: Ghuls have a +2 racial bonus on Climb, Hide, Jump and Move Silently.
Environment: Any, usually same as base creature.
Organization: Solitary, gang (2-4 normal base creatures and 1 ghul; or 2-4 ghouls and 1 ghul), or party (2-8 normal base creatures and 2-4 ghuls; or 2-8 ghouls, 1-2 ghasts and 2-4 ghuls).
Challenge Rating: Same as the base creature +1.
Alignment: Often chaotic evil.
Level Adjustment: Same as the base creature +3.

A Ghul has certain qualities it shares with all of its fellow "Half-Undead"; the Katane, Fetch and Ghedan. These traits are listed as the Half-Undead Super Template, meaning these special qualities are common to all four racial templates.

Half-Undead Super-Template:

Call of Undeath (Ex): A half-undead has a 3% chance per Hit Dice that it will rise as a full undead of its progenitor type upon its death.
Darkvision (Ex): A half-undead gains Darkvision 60 feet, unless it already has a better range of darkvision.
Detection (Ex): A half-undead registers as an Undead creature of half its actual Hit Dice for spells/abilities that detect the undead.
Fortification (Ex): A half-undead has a 50% chance to negate critical hits and sneak attacks. If granted Fortification from a suit of magic armor, use the superior change.
Immunity to Energy Drain (Ex)
Necrotic Life: When attacked by a spell or effect that deals hit point damage with negative energy, a half-undead takes half-damage on a failed save and no damage on a successful save.
Slow Aging (Ex): Upon reaching maturity, a half-undead ages at one quarter (1/4th) the normal rate for its living race.
Turn Kind (Ex): A half-undead Cleric gains a +2 bonus on checks made to turn, rebuke, command or bolster undead of its progenitor type.
Vulnerability to Holy Water (Ex): A half-undead takes 1d4 damage per flask of holy water it is hit with.
Vulnerability to Turning (Ex): Clerics can attempt to turn or rebuke the half-undead as if it were truly undead. If the attempt would be powerful enough to affect an undead of equivalent Hit Dice, the half-undead suffers a -4 penalty to all attacks, saves, skill checks and ability checks for 10 rounds or until the cleric who turned/rebuked it attacks the half-undead. If the attempt would be powerful enough to command or destroy an undead of equivalent Hit Dice, the half-undead is Stunned for 2d4 rounds instead.
Saves: +2 racial bonus on all saves against fear, poison, disease, paralysis and necromancy spells.