Shade
Monster Junkie
Elevated Ghoul
The elevated ghoul has 13 Hit Dice and inflicts extra damage with each claw attack. In addition, any human, humanoid, or demihuman creature it touches must make a successful saving throw vs. paralyzation with a -4 penalty or be paralyzed for 24 hours. Characters slain by an elevated ghoul become standard ghouls thirty minutes after death unless a cleric casts bless on their remains. (Note that elves are vulnerable to the paralysis effect, but do not become ghouls after death.) The elevated ghoul has 20% magic resistance and is immune to cold-based attacks, sleep, charm, hold, and other mind-affecting spells, as well as weapons below +2 enchantment. Its amulet of repudiation renders it immune to clerical turning; otherwise it would turn as "Special." A protection from evil spell keeps the creature at bay for 1 round.
Elevated ghoul: AC -1; MV 9; HD 13; hp 85; THACO 7; #AT 3 (claw/claw/bite); Dmg ld4+4/ld4+4/2d4+8; SA paralyzation; SD +2 or better weapon to hit, regenerate 1 point per round, spell immunities; SW protection from evil; MR 20%; SZ M (6’ tall); ML fearless (20); AL N; XP 4,000.
Special Abilities: slain victims become standard ghouls in thirty minutes unless blessed; SA-touch paralyzes humans, humanoids, and demihumans (including elves) for 24 hours (save vs. paralyzation with a -4 penalty to avoid); SD-immune to cold-based attacks, sleep, charm, hold, and other mind-affecting spells; +2 or better weapon to hit; SW-protection from evil keeps ghoul at bay for 1 round; turns as "special" without an amulet of repudiation.
Special Equipment: amulet of repudiation.
Originally appeared in Return to White Plume Mountain (1999).
The elevated ghoul has 13 Hit Dice and inflicts extra damage with each claw attack. In addition, any human, humanoid, or demihuman creature it touches must make a successful saving throw vs. paralyzation with a -4 penalty or be paralyzed for 24 hours. Characters slain by an elevated ghoul become standard ghouls thirty minutes after death unless a cleric casts bless on their remains. (Note that elves are vulnerable to the paralysis effect, but do not become ghouls after death.) The elevated ghoul has 20% magic resistance and is immune to cold-based attacks, sleep, charm, hold, and other mind-affecting spells, as well as weapons below +2 enchantment. Its amulet of repudiation renders it immune to clerical turning; otherwise it would turn as "Special." A protection from evil spell keeps the creature at bay for 1 round.
Elevated ghoul: AC -1; MV 9; HD 13; hp 85; THACO 7; #AT 3 (claw/claw/bite); Dmg ld4+4/ld4+4/2d4+8; SA paralyzation; SD +2 or better weapon to hit, regenerate 1 point per round, spell immunities; SW protection from evil; MR 20%; SZ M (6’ tall); ML fearless (20); AL N; XP 4,000.
Special Abilities: slain victims become standard ghouls in thirty minutes unless blessed; SA-touch paralyzes humans, humanoids, and demihumans (including elves) for 24 hours (save vs. paralyzation with a -4 penalty to avoid); SD-immune to cold-based attacks, sleep, charm, hold, and other mind-affecting spells; +2 or better weapon to hit; SW-protection from evil keeps ghoul at bay for 1 round; turns as "special" without an amulet of repudiation.
Special Equipment: amulet of repudiation.
Originally appeared in Return to White Plume Mountain (1999).