Converting World of Greyhawk monsters

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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).
 

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I'd like to compare these to abyssal ghouls, but mostly we should beef up normal ghouls, I guess.

It has a pretty nasty paralysis!
 

Raising a ghoul to 13 HD yields...

Medium Undead
Hit Dice: 13d12 (84 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +6/+7
Attack: Bite +6 melee (1d6+1 plus paralysis)
Full Attack: Bite +6 melee (1d6+1 plus paralysis) and 2 claws +4 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 +4, Ref +6, Will +10
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, 55 more ranks
Feats: Multiattack, 4 more
Environment: Any
Organization: Solitary, gang (2–4), or pack (7–12)
Challenge Rating: 3+
Treasure: None
Alignment: Always chaotic evil
Advancement: x
Level Adjustment: -

AC needs to increase to 21.

Increase bite damage to 2d4 and claws to 1d4, like the original writeup, or by one die to 1d8/1d4?

Increase Str to account for +8 damage bonus for bite, +4 for claws (Str 26-27)?

"Turns as special" usually equals +4 or better turn resistance.

Fast healing 1? DR 10/magic?
 


I'm not sure about fast healing, but it needs SR.

For advancement purposes, I like 1d8 damage. Also, the average is slightly less than 2d4, but the high rolls are more common. :]
 

I'm not sure about fast healing, but it needs SR.

Here's why...

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.
 

Oops, missed that in there.

In all, this is looking pretty good. Do we want to write up an "amulet of repudiation" to go with it?
 

Added to Homebrews.

The disease and paralysis will need to be modified, as they are still just standard ghoul writeups.

AC is 7 better than a ghoul. Shall we increase Dex as well as natural armor?

How about mental ability scores? I think Cha should be boosted at the very least.

In all, this is looking pretty good. Do we want to write up an "amulet of repudiation" to go with it?

We can, although I don't know if it is necessary. It seems more like an add-on for the individual encounter, rather than something tied to the creature. But if you'd like to, just for fun, why not!
 

Increase Dex, increase Cha. For extra nastiness, we could make their paralysis contagious, as per the Contagious Paralysis feat from Libris Mortis. Anyone who touches a paralyzed victim has to make a save or be paralyzed themselves!
 

Ooh...I like it!

Add 6 to Dex and +4 natural armor to achieve the 7 points of AC we need?

Boost Cha to 18 (or even 20)?
 

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