Upheaval

Ghoul

CR 1, CE Medium Undead

Senses: Perception 7, Darkvision 60

Speed: 30 ft.  Skills: Acrobatics 3, Athletics 2, Stealth 7

Languages: Common

Ability Scores: Str 13, Dex 15 (+2), Con --, Int 13 (+4), Wis 14 (+5), Cha 14 (+5)

INIT: +2  CP: +1  HP: 13 (2d8+4)  SA: --  DC: 14

AC: 14  Touch: 12  Flat-footed: 12 [+2 Dodge, +2 Natural]

SR: --  Vulnerable: Good 1  Resistant: --  Bypass: --

Immunity: Necrotic, Bleed, Poison, Psychic  Effect Immunity: Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Necromancy Effects, Paralysis, Ability Damage, Sleep, Stun, Suffocation, Starvation

ACTIONS
Attacks
DESCRIPTION

Environment: any land

Organization: None

Treasure: standard

This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.

Ghouls are undead that haunt graveyards and eat corpses. Legends hold that the first ghouls were either cannibalistic humans whose unnatural hunger dragged them back from death or humans who in life fed on the rotting remains of their kin and died (and were reborn) from the foul disease-the true source of these undead scavengers is unclear. Ghouls lurk on the edges of civilization (in or near cemeteries or in city sewers) where they can find ample supplies of their favorite food. Though they prefer rotting bodies and often bury their victims for a while to improve their taste, they eat fresh kills if they are hungry enough. Though most surface ghouls live primitively, rumors speak of ghoul cities deep underground led by priests who worship ancient cruel gods or strange demon lords of hunger. These civilized ghouls are no less horrific in their eating habits, and in fact the concept of a welllaid ghoul banquet table is perhaps even more horrifying than the concept of taking a meal fresh from the coffin. Ghast Ghasts are ghouls with the advanced monster template. A ghast's paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming, granting them the stench extraordinary ability (10-foot radius, Fort DC 15 negates, sickened for 1d6+4 minutes). Lacedon These aquatic cousins of the ghoul lurk near hidden reefs or other places where ships are likely to meet their ends. Lacedons have a base land speed of 30 feet and a swim speed of 30 feet.