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Old 21st January 2002, 12:22 AM   #1 (permalink)
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New Undead Template: True Ghoul

Hi, All --

I posted this link on the old boards, right before they shut down:

http://home.gwi.net/~rdorman/frilond/rul/dm/ghoul.htm

"True ghouls" were featured in Wolfgang Baur's Dungeon adventure "Kingdom of the Ghouls," and the template was derived from Monte Cook's "Ghoul and Ghast Template."

I haven't done a lot of conversion work before, and would greatly appreciate any and all comments!
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Last edited by Garnfellow; 31st March 2005 at 11:29 AM..
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Old 21st January 2002, 12:55 AM   #2 (permalink)
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If you want comments, I suggest you post the conversion here...
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Old 22nd January 2002, 01:26 AM   #3 (permalink)
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Fair enough:

The loathsome true ghouls were created by Wolfgang Baur and featured in "The Ecology of the Ghoul" (Dragon 252) and "The Kingdom of the Ghouls" (Dungeon 70). The following 3e treatment was adapted from Monte Cook's "Ghoul and Ghast New Monster Template" (http://www.montecook.com/arch_stuff13.html).

>>True Ghoul Template<<

Far beneath the surface of the earth lies the great and terrible Kingdom of the Ghouls, ruled by an undead race far more dangerous and potent than the common ghoul. These true ghouls are also called shadow ghouls or the Children of Nerull.

>>Creating a True Ghoul<<

"True Ghoul" is a template that can be added to any humanoid or monstrous humanoid (referred to hereafter as the "base creature"). True ghouls are created from victims who were either slain by true ghouls or were fatally infected by grave-rot.

After assuming the template, the creature's type becomes "undead." It keeps whatever subtype the base creature may have had, as true ghouls retain all of the memories and intelligence they possessed in their former life.

A true ghoul uses all the base creature's statistics and inherent (racial) special abilities except as noted below. All true ghouls retain all class abilities (HD, spells, skills, sneak attacks, and so on).

Hit Dice: Increase to d12 and add +3.

Speed: If the base creature can fly, its maneuverability rating drops to Clumsy.

AC: Natural armor improves by +5. True ghouls often wear armor.

Attacks: Recalculate the true ghoul's melee and ranged attack bonuses based on its new type (undead) and abilities (+2 Strength). Undead creatures have a base attack of HD x 1/2 (like wizards).

Damage: True ghouls have fearsome bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature's damage, whichever is greater.

Size------------Bite-------------Claw
---------------Damage--------Damage
Fine...............1d2.................1
Diminutive.......1d3..................1d2
Tiny...............1d4..................1d3
Small..............1d6..................1d4
Medium...........1d8..................1d6
Large..............2d6..................1d8
Huge...............2d8..................2d6
Gargantuan......4d6..................2d8
Colossal...........4d8.................4d6

In addition, true ghouls usually carry weapons -- often spears or swords. In combat true ghouls will normally rely on their teeth and claws, unless facing creatures immune to paralysis.

Special Attacks: A true ghoul retains all the special attacks of the base creature and also gains the ability to paralyze foes and inflict grave-rot. True ghouls with 6 or more total HD are also able to drain strength by touch.

Paralysis (Ex): Those hit by a true ghoul's bite or claw attack must succeed at a Fortitude save (DC equals 10 plus half the creature's HD plus its Charisma bonus) or be paralyzed for 2d6+6 minutes. Elves are not immune to a true ghoul's paralysis.

Grave-Rot (Su): The fangs, claws, and weapons of true ghouls are contaminated with the filth of the grave and may spread disease. At the end of combat, anyone who took damage from the true ghoul's claw, bite, or melee weapon attack must succeed at a Fortitude save (DC 15) or contract grave-rot: Onset time 1 day, damage 1d6 hit points of damage each day until cured or the victim makes a successful Fortitude Save. Victims are allowed a new saving throw each day. Victims reduced to 0 hit points by grave-rot are transformed into true ghouls.

Strength Damage (Su): A true ghoul with 6 or more HD also deals 1 point of temporary Strength damage to a living foe. A creature reduced to Strength 0 by a true ghoul dies.

Create Spawn (Su): In most cases, true ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell. Slain victims who fail a Fortitude Saving Throw (DC 15) become normal ghouls, while those who succeed arise as true ghouls. If a true ghoul cleric is present, the victim receives a +4 bonus to the saving throw. Casting protection from evil on a body before the end of that time averts the transformation.

Special Qualities: A true ghoul has all the special qualities of the base creature, plus darkvision with a range of 60 feet. They are resistant to physical blows and have the qualities of being undead. More powerful true ghouls also gain the ability to animate dead and summon shadows.

Resistant to Blows (Ex): Physical attacks deal only half damage to true ghouls. Apply this effect before damage reduction.

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Turn Resistance: True ghouls of up to 6 HD possess +2 turn resistance. True ghouls of 6-9 HD possess +3 turn resistance. True ghouls with 10 or more HD possess +4 turn resistance.

Animate Dead (Su): A true ghoul with 8 or more HD can animate dead once per week. The total HD of skeletons or zombies created by a single use of this ability cannot exceed the true ghoul's HD. There is no limit to the amount of undead that the true ghoul can control through use of this ability.

Summon Shadows (Su): A true ghoul with 10 or more HD can summon 1d3 shadows once per day. The shadows arrive in 1 round and serve for 10 rounds or until released.

Saves: Same as the base creature's, readjusted for altered ability scores.

Abilities: Modify the base creature as follows: Str +2, Dex +4, Con --, Int +2, Wis +4, Cha +6.

Skills: As the base creature's, readjusted for altered ability scores. True ghouls also gain a +4 racial bonus to Move Silently and the ability to speak Ghoulish.

Feats: Same as the base creature's.

Climate/Terrain: Underground.

Organization: Same as the base creature's.

Challenge Rating: Same as the base creature's +4 if base creature was less than 4 HD. Same as the base creature's +2 if base creature was 4 HD or more

Treasure: Same as the base creature's.

Alignment: Always neutral evil.

Advancement: Same as the base creature's.

>>True Ghoul Characters<<

True ghouls are always neutral evil, which causes characters of certain classes to lose their class abilities. In addition, certain classes suffer additional penalties.

Clerics: Clerics lose their ability to turn undead but gain the ability to rebuke undead. True ghoul clerics have access to the Death, Evil, and Trickery domains.

Sorcerers and Wizards: These characters retain their class abilities, but if a character has a familiar, the link between them is broken and the familiar shuns its former companion.

>>Sample True Ghoul<<

This example uses a 3rd-level human fighter as the base creature.

True Ghoul
Medium-size undead
Hit Dice: 6d12 (44 hp)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 20 (+3 Dex, +5 natural, +2 leather armor)
Attacks: Bite +8 melee, 2 claws +3 melee; or 1 longsword +9 melee
Damage: Bite 1d8+4 and paralysis; claw 1d6+2 and paralysis and strength drain; or longsword 1d8+4
Face/Reach: 5 ft. by 5 ft./5ft.
Special Attacks: Paralysis, grave-rot, strength damage
Special Qualities: Undead, darkvision 60 ft, resistance to blows, turn resistance +3
Saves: Fort +3, Ref +3, Will +5
Abilities: Str 18, Dex 17, Con --, Int 12, Wis 18, Cha 14 Skills: Bluff +3, Climb +5, Hide +5, Listen +5, Move Silently +9, Ride +5, Search +2, Sense Motive +5, Spot +5, Speak Ghoulish
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Focus (longsword)
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Last edited by Garnfellow; 31st March 2005 at 11:32 AM..
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Old 25th February 2002, 07:06 AM   #4 (permalink)
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BUMP!

I'm of no help but maybe some one else will be.
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Old 26th February 2002, 12:59 AM   #5 (permalink)
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Nice! I'll give it a five
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Old 10th December 2005, 03:13 AM   #6 (permalink)
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Finally revised and updated this bad boy for 3.5: http://home.gwi.net/~rdorman/frilond/rul/dm/ghoul.htm
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Old 10th December 2005, 04:53 PM   #7 (permalink)
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psst - they were also featured recently in Dungeon magazine (129 i think)
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Old 10th December 2005, 07:03 PM   #8 (permalink)
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Quote:
Originally Posted by BOZ
psst - they were also featured recently in Dungeon magazine (129 i think)
Yeah, I admit to being a little let down by that version, even though Wolfgang himself did it. (It was one of the things to prompt me to dust off my old conversion.) True ghoul should be a template, dagnabbit!
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