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Monster Class: Ghoul

Physical Description Ghouls are the size of their original race, and still retain semblances of those features. This includes their hair and eye color, but their skin takes on the gray pall of death and their flesh withers somewhat. Their fingers are clawed, and their teeth grow longer and more pointed. 4 level monster class Hit Points at 1st level: Equal to the ghoul's Constitution score Hit Dice: special, see hunger in undeath Each time the ghoul gains another ghoul level, their maximum hit points increase by half their Constitution score. Proficiencies Armor: none Skills: (Pick two of the following) Athletics, Intimidation, Perception, Religion or Stealth Saves: Constitution and Charisma Tools: cooking kit Weapons: bite, butchers knife, claw, dagger, machete, net Gifts of the White Kingdom At 1st level, a newly transformed ghoul develops a powerful bite that deals 1d6 piercing damage and clawed fingers that deal 1d4 slashing damage. When the ghoul successfully hits with the bite attack, it can latch on until the target makes a Strength or Dexterity save with a DC equal to the ghoul's Strength score. If the ghoul is latched onto a creature at the start of its turn, it automatically deals 1d6 necrotic damage and it can make two claw attacks against the creature its latched onto. The ghoul also develops immunity to poison, resistance to necrotic damage, and vulnerability to radiant damage. The ghoul is considered to be undead with no need to breathe or sleep. It gains advantage on saves vs. sleep. A ghoul reduced to 0 hit does not lose consciousness, it is incapacitated until it rolls a 19-20 on a death save (at which point it can spend and roll 1 hit die, if it has any remaining, otherwise it needs to be fed raw and bloody meat) and it can fail a total number of death saves equal to its Constitution modifier + its ghoul level. Hunger in Undeath At 1st level, a ghoul has no hit dice of its own and cannot recover hit dice when it takes a long rest, instead they acquire one of the hit dice of a tiny or larger dead creature when they spend at least 10 minutes devouring the creatures uncooked (possibly even rotting) flesh. A tiny creature yields 1 hit die, a small or medium creature yields 1-2, a large or larger creature yields at least 3 hit dice. At the end of each day that a ghoul abstains from eating carrion meat, they must make a DC 8 (+2 per day that they have gone without feeding their hunger) Constitution check or suffer 1 level of exhaustion. A ghoul can hold no more hit dice than twice their ghoul level. Keen Senses At 2nd level, a ghoul that was a member of a race with darkvision of 60 feet or less increases that vision to 120 feet. If the ghoul was a member of a race that didn't have darkvision, it gains darkvision out to a range of 60 feet but also develops light sensitivity. All ghouls also have advantage with Wisdom based Perception checks based on smell and double their proficiency bonus when tracking living creatures. Optional: Sunlight Sensitivity: While in sunlight, the ghoul has disadvantage on Attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Paralyzing Claws At 2nd level, a ghoul's claw attacks now paralyze its living non-elven victims if they fail a Constitution save DC 8 + the ghoul's proficiency bonus. The paralyzed victim can re-attempt the save each round until they succeed. Subrace At 3rd level, a ghoul may choose to develop into a ghast or a wendigo. Ability Score Improvement At 4th level, a ghoul may increase its Strength, Constitution or Wisdom score by +2.
Ghast Contagious Paralysis At 3rd level, the ghast learns to smear its ichor on its victims such that anyone who touches a paralyzed victim must make a DC (10 + the ghouls proficiency bonus) Constitution save or be paralyzed until they succeed on the saving throw. The ghast can excrete a handful of ichor from its claws, and smear it on a paralyzed victim as an action. Alcohol will dissolve the ichor in 1d4 rounds, otherwise it remains hazardous for about an hour. Stench At 3rd level, any enemy that starts its turn within 5 ft. of the ghast must succeed on a DC (10 + the ghouls proficiency bonus) Constution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the enemy is immune to the ghast's Stench for 24 hours.
Wendigo