“What is it now, old man?”
“Aye, treasure was buries with the fallen Urulen leaders in those catacombs, but what killed ’em wasn’t natural. Still it walks those darkened halls.”
“Old fool! The lich slain last year haunted those catacombs, looking for the treasure. With him gone, it’s ours.”
Health Points: 4d6
Spell Points: None
Attack: 1d4+1 (claws), +2 poison damage 1d3 turns, 14 Dex, Speed 1.5, Both Hands
Special Attack: 1d8 (bite), 50% paralyzing infection
Special Defense: Immune to Poison and Mind Control effects.
Armor: 2 2 2
Description: Ghouls are undead in the form of the risen bodies of those who perished with an agonized mind. Corpses will tend to rise as ghouls when they die from the effects of death magic, die while affected by a neurotoxin, or die while paralyzed be a zombie bite, among other things. Ghouls are highly independent and will be encountered in groups only by coincidence, though this coincidence is more likely in a graveyard where many have recently died of poisoning for example. Ghouls are not particularly threatening foes, though their tendency to rise in or wander into populated areas makes them dangerous to local peasants. Like ghosts and specters, they can exist independent of a necromancer’s power, but are much more likely to threaten the living under their command.
A called ghoul can be bound to a necromancer for 30 SP maintenance.
As a player, how would you handle a band of ghouls? As a Master Weaver, would you use them as a one-off encounter or could you build a bigger story around them? Comment below to share your thoughts.