The undead are creatures who were once alive, have died, and then brought back as something else under the influence of sorcerous corruption and demonic possession. While often regarded among them by most people, ghouls are not actually undead, since even though they have become warped by the corrupting influence of sorcerous energies, they never died and in many ways continue to be what they were in life.
Ghouls are people who have been exposed to strong sorcerous energies for long durations of time. Many ghouls are the servants of powerful sorcerers or demon-possessed anathema who assisted their masters in numerous demonic rituals or haved served in their inner sanctums for many years. Others are the survivors of great sorcerous attacks or disasters that permanently poisoned their devastated towns and the surrounding land. But there are also stories of foolish explorers who got lost in the Underworld, turning into ghouls in a matter or weeks or even days as they wandered too close to demonic lairs or the remains of slain demons. But usually the transformation into ghouls is a slow and gradual one. Typically the skin becomer paler and turning grey, hair becoming thin and stringy, and eyes turning all black. Eventually their hands become claws and their teeth fangs, alongside a growing instinct to tear and bite at those who provoke their easily irritated anger. An instinct that eventually grows to start feeding on the flesh of the slain. Another side effect of people who are turning into ghouls is that they stop to age and recover even from the most grievous wounds. It is nearly unheard of for a ghoul to escape from a fight and later die from sustained injury. Often, this is the first hard proof that a person has not just been corrupted by the effects of sorcerey but turned into an actual ghoul.
Unlike what many people believe, the corruption into a ghoul does not turn a person into a mindless beast that hunts the living. This descent into savagery and madness is primarily caused by the continuing exposure to demonic corruption. The transformation into ghouls can not be reversed (though there are legends of magical springs that might have such a power), but ghouls that have managed to escape the dark places that corrupted them are often able to retain their intelligence and most of their sanity if they are able to maintain the discipline to control their bestial urges. Ghouls found in the ruins of destroyed cities or the crumbling towers of long dead sorcerers are rarely much more than wild beast that quickly attack any potential prey they think they can take down. But ghouls who are wandering the lands might be quite difficult to spot as such without taking a close up look at their faces. Traveling ghouls usually wrap themselves in cloaks and hoods, or wear masks to conceal their distorted features.
Ghoul
Armour Class | 13 |
Hit Dice | 2* (3-15 hp) |
Attacks | 3 claws and bites +1 (1d3 + paralysis) or Weapon +1 (1d6+1) |
Movement | 40’ |
Saving Throws | D12, W13, P14, B15, S16 (2) |
Morale | 9 |
XP | 25 |
Number Appearing | 1d6 (2d8) |
Infravision: 90′.
Paralysis: For 2d4 turns (save versus paralysis). Creatures larger than giants are unaffected. After paralyzing a target, ghouls will attack others.
Undead: Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).