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Masterwork Monsters: Rise of the Ghouls
Almost every neophyte adventurer encounters
ghouls. They experience the terror of their first
paralysis, unable to act as the slavering undead
beast battles their comrades. They experience the
relief of feeling their muscles twitch into action
once more, before the ghouls can feast on their
flesh. Then they experience the ennui of reaching
fourth level and still being occasionally bothered
by these now-redundant sword fodder.
Ghouls get a harsh deal in d20 Fantasy. While
mindless undead such as skeletons and zombies
can still be credible threats to mid-level parties
and vampires, liches and other sentient undead are
figures of enormous power, the ghoul languishes
at the bottom of the undead food chain. While they
are a serious danger to low-level adventurers, their
threat rapidly diminishes once the mid-levels are
reached.
Rise of the Ghouls gives you new feats, abilities
and ghoulish variants, all designed to give these
overlooked and under-appreciated undead a
chance to shine. With a ghoul template to give
more diversity to the ghoulish ranks, a host of
ghoulish feats, the power of ancient hunger magic
and the exotic abilities of five new ghoul variants,
Rise of the Ghouls has all the tools you need to
help your high-level player characters remember
why ghouls where so frightening back when they
were just starting out.
A Henchman Production for Clockwork Golem Workshop
Written by Adam Windsor
Edited by Peter M. Ball
Requires the use of the Dungeons & Dragons, Third Edition
Core Books, published by Wizards of the Coast, Inc.
Dungeons & Dragons and Wizards of the Coast are
trademarks of Wizards of the Coast, Inc. in the United States
and other countries and are used with permission.
'd20 System' and the 'd20 System' logo are trademarks of
Wizards of the Coast, Inc. and are used according to the
terms of the d20 System License version 6.0. A copy of this
License can be found at www.wizards.com/d20 .
Design Assumptions
The material presented here reflects the following assumptions about ghouls:
• Ghouls are archetypal undead, well established in both folk lore and d20 gaming.
• Ghouls should cause fear and despair. They are grave-despoiling cannibals, as horrific in
their nature and behavior as any lich or vampire.
• As horrific monsters and archetypal undead, ghouls deserve much more flexibility and
opportunity for use in d20 fantasy campaigns.
• The standard d20 fantasy rules are structured in such a way that ghouls quickly cease to be
a credible threat to adventurers, whereas zombies, skeletons, vampires and liches can be
encountered at a variety of different levels.
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Masterwork Monsters: Rise of the Ghouls
Ghoulish Secrets: Ghoul Template
One of the ghoul's greatest weaknesses in the core
d20 rules is that it essentially comes in only one
variety: a two hit dice medium-sized undead with
a weak paralysis attack. Even its advancement
options are limited - it can gain one extra hit die,
but that's all.
The rules here convert ghouls into a template
that can be applied to a base creature, much like a
zombie or vampire. This makes it possible to have
ghoulish fire giants, ghoulish dragons, or even
something as simple as a ghoulish halfling, all of
which are impossible under the core rules.
Ghouls are emaciated, gray-skinned creatures
with sharp fingernails and teeth. They are often
spattered with scraps of rotting meat and dried
blood. Most ghouls lose any hair they had in life.
A living creature which becomes a ghoul also
loses its original personality, which is subsumed
into an unending hunger for raw, red meat, torn
fresh from the bodies of its victims.
Although they retain their intelligence and are
capable of subtlety and even advanced tactics in
their pursuit of pray, the ghoul's entire focus and
purpose is to feed. They are to all intents and
purposes a different, and usually far more bestial,
creature.
Exactly why ghouls are driven to eat the flesh
of living creatures is the subject of considerable
debate in academic circles. Adventurers, for some
reason, do not seem to share this curiosity. As
undead creatures, ghouls do not need to eat, a fact
born out by their ability to survive hundreds of
years in sealed tombs without any new sources of
food. Sages have posited that the desire for flesh
is a side-effect of ghoul fever, but this has not
been proven.
spindly arms ending in sharp talons and its eyes
glowing like coals in the darkness.
Ghoulish Choker
Small Undead
Hit Dice: 4d12 (26 hp)
Initiative: +6
Speed: 20 ft. (4 squares), climb 10 ft.
Armor Class: 18 (+1 size, +2 Dex, +5 natural),
touch 13, flat-footed 16
Base Attack/Grapple: +2/+6
Attack: Bite +7 melee (1d4+4)
Full Attack: Bite +7 melee (1d4+4 plus paralysis)
plus 2 tentacles +5 melee (1d3+2 plus
paralysis)
Space/Reach: 5 ft./10 ft.
Special Attacks: Improved grab, constrict 1d3+2,
ghoul fever, paralysis
Special Qualities: Darkvision 60 ft., +2 turn
resistance, undead traits
Saves: Fort +1, Ref +5, Will +6
Abilities: Str 18, Dex 18, Con -, Int 6, Wis 17,
Cha 9
Skills: Climb +12, Hide +15, Move Silently +11
Feats: Multiattack, ghastly touch
Environment: Any
Organization: Solitary, gang (2–4), or pack (7–
12).
Challenge Rating: 3
Treasure: None
Alignment: Always chaotic evil
Advancement: 5–7 HD (Small); 8–13 HD
(Medium)
Level Adjustment:
A ghoulish choker is an undead predator that
hungers for the flesh of the living. Merging the
stealth of the choker with the paralytic touch of
the ghoul, it is a dangerous hunter that can hold
entire communities in a grip of paralytic fear.
Sample Ghoulish Creature
This decaying corpse has flesh pulled tight across
its ropey frame. It crouches in the shadows, its
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Masterwork Monsters: Rise of the Ghouls
base creature’s statistics and special abilities
except as noted here.
Hit Dice: Drop any Hit Dice from class levels
(to a minimum of 1), add one to the number of Hit
Dice left, and raise them to d12s.
Speed: If the base creature can fly, its
maneuverability rating drops to average. If it is
currently worse than average, it does not change.
Armor Class: Natural armor bonus increases
by a number based on the ghoul's size:
Combat
Like its living counterpart, the ghoulish choker
will often perch near ceilings or the upper boughs
of trees in order to ambush its opponents. It tries
to surprise opponents whenever possible.
Constrict (Ex): A ghoulish choker deals
1d3+2 points of damage with a successful grapple
check against a Large or smaller creature.
Because it seizes its victim by the neck, a creature
in the choker’s grasp cannot speak or cast spells
with verbal components.
Improved Grab (Ex): To use this ability, a
ghoulish choker must hit a Large or smaller
opponent with a tentacle attack. It can then
attempt to start a grapple as a free action without
provoking an attack of opportunity. If it wins the
grapple check, it establishes a hold and can
constrict. Ghoulish chokers receive a +4 racial
bonus on grapple checks, which is already
included in the statistics block.
Ghoul Fever (Su): Disease—bite, Fortitude
DC 12, incubation period 1 day, damage 1d3 Con
and 1d3 Dex. An afflicted creature of an
appropriate type which dies of ghoul fever rises as
a ghoul at the next midnight. 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.
Paralysis (Ex): Those hit by a ghoulish
choker’s bite or tentacle attacks must succeed on a
Fortitude save (DC 13) or be paralyzed for 1d4+1
rounds.
Skills: A ghoulish choker has a +8 racial bonus
on Climb checks and can always choose to take
10 on Climb checks, even if rushed or threatened.
Tiny or smaller
+0
Small
+1
Medium
+2
Large
+3
Huge
+4
Gargantuan
+7
Colossal
+11
Base Attack: A ghoul has a base attack bonus
equal to 1/2 its Hit Dice.
Attacks: A ghoul retains all the natural
weapons of the base creature. A ghoul gains a bite
attack as a primary attack if it does not already
have one. All existing natural weapons are treated
as secondary attacks. If it has no other natural
weapons, it also gains two claw attacks as
secondary attacks. A ghoul loses all manufactured
weapon attacks and all manufactured weapon
proficiencies.
Damage: Natural weapons deal damage
normally. A bite or claw attack deals damage
depending on the ghoul's size (Use the base
creature's damage if it's better).
Size
Bite
Claw
Fine
1
1
Creating A Ghoul
'Ghoul' is an acquired template that can be added
to any corporeal aberration, dragon, fey, giant,
humanoid, magical beast, monstrous humanoid or
outsider.
Size and Type: The creature’s type changes to
undead. It retains any subtypes except alignment
subtypes and subtypes that indicate kind. It does
not gain the augmented subtype. It uses all the
Diminutive
1d2
1
Tiny
1d3
1
Small
1d4
1d2
Medium
1d6
1d3
Large
1d8
1d4
Huge
2d6
1d6
Gargantuan
2d8
1d8
Colossal
4d6
2d6
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Masterwork Monsters: Rise of the Ghouls
Special Attacks: A ghoul retains all of the
base creature’s extraordinary special attacks. A
ghoul gains the following special attacks:
Ghoul Fever (Su): Disease—bite, Fortitude DC
10 + 1/2 hit dice + Charisma ability modifier,
incubation period 1 day, damage 1d3 Con and 1d3
Dex.
An afflicted creature of an appropriate type
which dies of ghoul fever rises as a ghoul at the
next midnight. 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.
Paralysis (Ex): Those hit by a natural weapons
must succeed on a Fortitude save (DC 10 + 1/2 hit
dice + Charisma ability modifier) or be paralyzed
for 1d4+1 rounds. Elves have immunity to this
paralysis.
Special Qualities: A ghoul retains any
extraordinary special qualities of the original
creature. A ghoul gains +2 turn resistance.
Saves: Base save bonuses are Fort +1/3 HD,
Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A ghoul's Strength, Intelligence and
Charisma increase by +2, its Dexterity and
Wisdom increase by +4, and it has no Constitution
score.
Skills: A ghoul loses all existing skills. It gains
the normal number of skill points for an undead
creature of its hit dice and Intelligence. A ghoul's
class skills are Balance, Climb, Hide, Jump, Move
Silently, and Spot.
A ghoul retains all the base creature's racial
modifiers to skills.
Feats: A ghoul loses all existing feats, but
gains new feats based on their modified number
of hit dice. Most ghouls take Multiattack as their
first feat.
Environment: Any.
Organization: Solitary, gang (2–4), or pack
(7–12).
Challenge Rating: HD 1 or less, as base
creature +1/2; HD 2 or more, as base creature +1.
Treasure: None.
Alignment: Always chaotic evil.
Advancement: As base creature, but
maximum Hit Dice increased by one. No
advancement is possible if the base creature
ordinarily advances by character class.
Level Adjustment: —.
Lacedon
Ghouls of this type are aquatic creatures, and are
often found in sunken ruins or shipwrecks. Some
packs of lacedons prey on shipping, clambering
up the sides of vessels to kill and eat all living
creatures aboard.
Lacedons look very similar to their land-bound
cousins, except that they often have a blue or
green tinge to their skin, and usually retain some
or all of any hair they had in life.
Creating A Lacedon
'Lacedon' is an acquired template that can be
added to any creature which already possesses a
ghoul template. It uses all the base ghoul's
statistics and special abilities except as noted here.
Size and Type: The ghoul gains the aquatic
subtype.
Speed: The ghoul gains a swim speed equal to
its normal land speed.
Special Attacks: A lacedon's Fever special attack
(whether ghoul fever, bloat fever or some other
variety) always creates other lacedons, rather than
normal ghouls.
Ghast
Ghasts are a stronger and more powerful form of
ghoul, known for being more cunning than their
lesser kin. In appearance and behavior they differ
little from their more common cousins, but ghasts
can be easily told apart from normal ghouls by the
foul stench that surrounds them, putrid enough to
cause sickness and distress in living creatures that
approach too close.
Unlike other forms of ghouls, which were
initially created by magic but can perpetuate
themselves through the disease they carry, the
only known way for ghasts to be created is
through spells such as create ghouls or create
undead . Some sages believe that particularly
ancient ghouls might ultimately evolve into
ghasts, or that prolonged exposure to a powerful
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Masterwork Monsters: Rise of the Ghouls
source of negative energy might also effect the
transformation, but such claims are disputed and
unproven.
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.
Abilities: A ghast's Strength and Charisma
increase by +4, and its Dexterity increases by +2.
These modifiers are in addition to those already
applied for the original ghoul template.
Feats: A ghast gains Improved Natural Attack
with all its natural weapons as bonus feats. They
may also gain an extra feat from their additional
hit dice. Many Ghasts choose Toughness for this
feat.
Organization: Same as the base ghoul, but
there are rarely more than 2-4 ghasts in a group.
The remainder of any larger grouping will be
ghouls, rather than ghasts.
Challenge Rating: As base ghoul +2.
Level Adjustment: +6 (base creature is high
ghoul) or — (all other forms of ghoul)
Creating A Ghast
'Ghast' is an acquired template that can be added
to any creature that any creature which already
possesses a ghoul template. It uses all the base
ghoul's statistics and special abilities except as
noted here.
Hit Dice: Gain two additional hit dice.
Armor Class: Natural armor bonus increases
by +2.
Special Attacks: A ghast retains all of the base
ghoul's special attacks. Elves are not immune to a
ghast's paralysis attack, if it has one. A ghast also
gains the following special attack:
Stench (Ex): The stink of death and corruption
surrounding these creatures is overwhelming.
Living creatures within 10 feet must succeed on a
Fortitude save (DC 10 + 1/2 the ghast's hit dice +
the ghast's Charisma ability modifier) or be
sickened for 1d6+4 minutes. A creature that
successfully saves cannot be affected again by the
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