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 Ghoul الغول

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Simon
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Simon


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Registration date : 2008-11-11

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PostSubject: Ghoul الغول   Ghoul الغول EmptyFebruary 12th 2009, 1:06 pm

A ghoul is a mythological monster from ancient Arabian folklore that dwells in burial grounds and other uninhabited places. The English word comes from the Arabic name for the creature: الغول ghūl, which literally means "demon".

Other myths describe the ghoul as a corpse brought back to life by a witch or some demon to do tasks. A ghoul is said to be very strong and fast. Ghouls tend to drink the blood and eat the flesh of young children. Many ghouls are mindless and can only kill or do labor for their masters. It is said that the only way to kill a ghoul is by burning them until they are not but ash, also some think they have a fear of a cross. Ghouls have to obey the orders of the person that brought them back to life.
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Serafina
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Serafina


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Registration date : 2008-11-11

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PostSubject: Re: Ghoul الغول   Ghoul الغول EmptyFebruary 13th 2009, 1:42 am

Just because I thought it would be interesting to see the interpretation of role playing I am posting the the Dungeons and Dragons rule on this here....

GHOUL

Ghoul
Medium Undead
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +2 melee (1d6+1 plus paralysis)
Full Attack: Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralysis
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12
Skills: Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7
Feats: Multiattack
Environment: Any(Lacedon: Any aquatic)
Organization: Solitary, gang (2–4), or pack (7–12)
Challenge Rating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3 HD (Medium)
Level Adjustment: —

Ghast
Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/+5
Attack: Bite +5 melee (1d8+3 plus paralysis)
Full Attack: Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralyis, stench
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +1, Ref +4, Will +6
Abilities: Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8
Feats: Multiattack, Toughness
Environment: Any
Organization: Solitary, gang (2–4), or pack (2–4 plus 7–12 ghouls)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5–8 HD (Medium)
Level Adjustment: —

Ghouls speak the languages they spoke in life (usually Common).

COMBAT
Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.

Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.

LACEDON
These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.

GHAST
Although these creatures look just like their lesser kin, they are far more deadly and cunning.

Combat
Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures
within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.
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