GHOUL (Ghoul, Nehwon)

FREQUENCY: Uncommon
NO. APPEARING: 2-24
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 2
%IN LAIR: 20% (30 Ghouls: forest, TPL36:6th, REF3.47)
TREASURE TYPE: [B], [T]
NO. OF ATTACKS: 3 ~ 16
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: Paralyzation (Hit location) <>
SPECIAL DEFENSES: Immune to sleep & charm
INTELLIGENCE: Low <(5-7)> (usu. insane)
ALIGNMENT: Chaotic evil
SIZE: M
LEVEL/X.P. VALUE: III | 65 + 2

SAVES: 14.15.16.17.17

Ghouls are ”undead,” once human creatures which feed on human and other corpses.
Although their change from human to ghoul has deranged && destroyed their minds,
ghouls have a terrible cunning which enables them to hunt their prey most effectively.
Ghouls attack by clawing with their filthy nails and with fangs. <xposure to filth: DMG, disease>

Any human killed by a ghoulish attack will become a ghoul
unless blessed (or blessed and then resurrected). <cf. ceremony>

Ghoul packs always attack without {fear}.

These creatures are subject to all attack forms except sleep && charm spells. <v>
They can be turned by priests.
The magic circle of protection from evil actually keeps these monsters completely at bay. <circle .gif?>

Creature Notes: Ghouls +

Paralyzation: Their touch causes humans -- including dwarves, gnomes, half-elves, and hobbits, but excluding elves--
to become rigid (paralysis) unless a save vs. Paralyzation is successful. <v>
    <humans = any creature with a soul? (cf. DDG, Mortality && Immortality) - it is the soul that makes us human, no?>
    <what about half-orcs and the OA and DLA races?>

Question: How long does the paralysis caused by a carrion crawler, ghast or ghoul last?

Answer: I have always assumed it to be 24 hours.
However, since the duration of the paralysis is not clearly defined in any of the books, I suggest that each DM decide the duration in his particular campaign.
(Correction: The duration of ghoul and ghast paralysis is detailed in REF5. A1 also notes the duration of ghoul paralysis).
 

Question: In TD-37’s “Sage Advice” there was a ques-
tion referring to the paralysis caused by ghouls, ghasts and
carrion crawlers. The reply stated that the duration of the
paralysis was not clearly defined in any of the rule books.
However, a duration for the paralysis inflicted by ghouls is
given on page 15 of T1, The Village of Hommlet. It states that
“Any human || demi-human must save vs. Paralyzation or
become immobile for 3-12 turns.” I suppose this is the
official word. Still, what is the duration of the paralysis
caused by ghasts and carrion crawlers?

Answer: According to Lawrence Schick, VP for
Production and Design at TSR Hobbies, the paralyzation caused by
carrion crawlers is of the same duration as that caused by ghouls—
3-12 turns. Paralyzation caused by a ghast takes twice as long—6-24
turns—to wear off.

<getting hit by a ghoul raises the chance for disease - see Chance of Contracting Disease in the DMG>
<hunting proficiency>

Lacedon (Marine Ghoul) (Water Ghoul):


 

FREQUENCY: Uncommon

FREQUENCY: Uncommon ([Cold Freshwater Surface])
FREQUENCY: Uncommon ([Cold Saltwater Surface])
FREQUENCY: Uncommon ([Cold Saltwater Depths])

FREQUENCY: Rare ([Temperate Freshwater Surface])
FREQUENCY: Uncommon ([Temperate Freshwater Depths])
FREQUENCY: Rare ([Temperate Saltwater Surface])
FREQUENCY: Uncommon ([Temperate Saltwater Depths])

FREQUENCY: Rare ([Tropical Freshwater Surface])
FREQUENCY: Uncommon ([Tropical Freshwater Depths])
FREQUENCY: Rare ([Tropical Saltwater Surface])
FREQUENCY: Uncommon ([Tropical Saltwater Depths])

NO. APPEARING: 2-24
ARMOR CLASS: 6
MOVE: 9”
HIT DICE: 2
%IN LAIR: 20%
TREASURE TYPE: [B], [T]
NO. OF ATTACKS: 3 ~ 16
DAMAGE/ATTACK: 1-3/1-3/1-6
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: Immune to sleep & charm
INTELLIGENCE: Low
ALIGNMENT: Chaotic evil
SIZE: M
LEVEL/X.P. VALUE: III | 65 + 2

The lacedon is a marine form of the ghoul.
It conforms in all other respects to ghouls.

<see note1 for kopoacinth>

   by Steve Marsh


Creature Notes

FREQUENCY: Uncommon ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Swamp], [Cold Civilized Plains])
FREQUENCY: Uncommon ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Swamp], [Cold Wilderness Plains])

FREQUENCY: Uncommon ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Swamp], [Temperate Civilized Plains])
FREQUENCY: Uncommon ([Temperate Civilized Hills])

FREQUENCY: Uncommon ([Temperate Wilderness Swamp], [Temperate Wilderness Plains])

FREQUENCY: Uncommon ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Swamp], [Tropical Civilized Plains])
FREQUENCY: Uncommon ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Swamp], [Tropical Wilderness Plains])

FREQUENCY: Common ([Dungeon Level III])
 

The ghoul is a human || demi-human
who has ^risen^ from the grave to feed on
human and other corpses. Some ghouls
are self-made. In life, they were human
predators who fed off the ill fortune of
fellow men. Their lives ended, yet
their evil survived. Dying unblessed
and buried unsanctified, they are
cursed to continue feeding as ghouls.

Ghasts are ghouls who have wandered
or been taken into the Abyss and
gained superior powers there due to
exposure to the intense evil there. Ghasts are
used as hunting "dogs" by demons, and
are often called the "Hounds of the Abyss."
Occasionally, they are set free
and rejoin ghoul packs as leaders.

Still, most ghouls && ghasts are the
victims of other ghouls and ghasts, folk
who died of wounds inflicted by those
undead monsters. If victims are not
blessed, they rise again in three days as <cf. ceremony: burial>
ghouls, under the control of their slayer. <font>
Furthermore, unblessed victims
may neither be resurrected || reincarnated.

The energy of the -NMP- imbues
ghoul & ghast alike
with a chilling, paralyzing touch.
The effect of this touch is to disrupt the victim's
nerve synapses. Occasionally the
paralyzation affects only a limb,
restricting movement, spell-casting,
and combat. More often than not,
the enitre body is affected. Rather than
simple immobility, the victim suffers a
terrible seizure and may thrash about
for minutes before the muscles no longer
respond and the vitim is paralyzed.

The duration of the paralyzation
depends on the victim's CON.
Subtract the victim's CON from 20
and +add+ 1d6 if the attacker is a ghoul
and +2d6+ if the attacker is a ghast. The
result is the # of rounds that the
paralysis lasts. Once the paralysis
wears off, the victim's DEX is
reduced by 2d6 for an =equal= #
of turns (not rounds). DMs may wish to
make reduced DEX a side effect
that continues until a special herbal
elixir is imbibed, made of rare healing
herbs. <bryony, ea.> <a nervine?>

Elves are immune to the ghoul's touch.
The presumed reason stems
from the belief that elves are descendants
of the god Corellon Larethian.
Elven lore states that the purity of an
elf's __bloodline__ makes him heir to the <pure blood = pure heart?>
god's gift of immunity, wrenched from <x: should be deity. Corellon is not a god. cf. genitals, perhaps>
the demons defeated in the time of
myths && lejends. As lejend goes, the
gift once extended to an immunity to all
undead, but now only protects against
the lesser powers of the ghoul (ghasts,
with their greater power, can paralyze
even an elf who fails to make a save vs. Paralyzation).
Half-elves gain no protection against either ghoul or ghast.

Ghouls && ghasts exist only to eat.
All else is secondary to a hungry ghoul or ghast.
Ghouls and ghasts must have
human flesh to survive. They attack the
living only when corpses are not to be
had, or in self defense. They find animal
flesh unpalatable. The flesh they eat
maintains their physical bodies and
their ygrene connection with the NMP.

It is possible for a ghoul || ghast to be
starved out of xistence. It may go without
food for seven days before it feels
the effects of starvation. A starving <cf. WSG, Going Without Food>
ghoul or ghast loses one hit point per
week, and ceases to exist when it has no
more HP, its soul passing onto
torment in the Abyss.

In a similar vein, ghouls && ghasts
are not immortal. Because they are
physical beings, they are subject to
eventual decay. Most ghouls do no
xist for more than 200 years. Even so,
uncommon specimens have been found
over 1,000 years old. The evil enhancement
of the ghasts allows them to exist
for 500 years or more--though ghasts
who remain in the Abyss are nearly
immortal.

Ghouls are superb hunters && trackers'
(tracking as Trackers: R5).
Ghasts are better still, and track like
Pathfinders (R7).
They track by sight, sound,
and especially smell. <(Odor Detection)>

They prefer to hunt in packs, gibbering
&& yammering as they relentlessly
pursue their prey. They never give up a
pursuit. Whether they are alone or in a
pack, ghouls && ghasts are fearless, <morale>
willing to chance all for a tasty treat.

Ghouls are burrowers && tunnelers.
It begins when they are "born" -- a buried
ghoul must dig its way out of the grave.
Common ghoul tunnels are little
more than crawlways, letting the ghoul <DSG:fighting in cramped spaces>
creep its way to its next meal. Ghoul
warrens may form vast networks
beneath graveyards && nearby towns.
Many tunnels in these warrens are
enlarged to allow an upright stance.

The process which transforms a
man's soul, mind, and body into a ghoul
leaves little left of what was once the
man. Its face takes on a canine aspect,
developing an extended muzzle full of
sharp, discolored teeth.
Even so, those
who knew the victim well may still see
the man within the monster.
zb
Hands && feet become clawlike,
while rank, oozing sores erupt on the
body, scabbing over with scale-like
hardness.
In the ghast, these scaly sores
exude an odious, nauseating, carrion <DMG.J:certain herbs might help> stench so powerful that it causes retching
and nausea in those nearby (within
10' and failing a save vs. Poison).

Likewise, the ghoul's mind is warped
out of shape. A cunning, predatory
semi-sentience overrides the victim's
personality, essentially replacing what
is lost by the horror of transformation.
Remnants of the creature's mind
remain intact, but the ghoul (or even
the ghast) rarely realizes (nor accepts)
that it is dead -- the last vestiges of the
mind cannot accept that it thrives upon
human carrion. The subsequent transformation
to ghast reawakens the creature's
INT. Some may actually
be personable, more prone to conversation
than conflict (though they are still
undeniably evil and more than a little
insane) -- so long as one avoids discussing
their ghoulishness or insisting that
they  have died.

Bereft of sanity, ghouls && ghasts are
all afflicted with some form of mental
aberration (selected from the insanities in the DMG).
Common afflictions include paranoia,
hallucinations, megalomania, or delusional insanity,
monomania, and split personalities.

Ghouls are kept back by a protection from evil spell.
However, cold iron must be used as part of the spell if
a ghast is to be repelled -- pure, unalloyed iron,
as close to elemental iron as possible.

Paralysis Hit Location Table
1d8 roll Hit location Effect (see below)
1-2 Right arm No. 1
3-4 A leg No. 2
5-6 Left arm No. 1
7-8 Full body No. 3

No. 1: Characters may not cast spells
having somatic components. If this is
the character's weapon arm, melee is
impossible (85% of all people are
right-handed). If this is the character's "opposite"
hand, a shield may not be used.

No. 2: Each round, the character
must make a DEX Ability Check to
stay on his or her feet. DEX
bonuses to AC are lost. DMs
may wish to choose the affected leg.

No. 3: Character is fully paralyzed,
though subject to spasmodic seizures.
Movement and combat are impossible.
If the victim does not make a CON Ability Check,
he does himself 1d3 points of damage.

(Special thanks to Vince Garcia for his
article, "A Touch of Evil," in DRAGON
Magazine, issue #126.)
 

Ecology of Ghouls && Ghasts


-
The gnarled old priest stepped silently
through the high grass and tumbled
stones, picking out a path he knew well,
even in the near darkness. Edging
behind him like frightened children, a
trio of young novices gingerly stepped
around and over fallen grave markers
and statuary.

Abruptly, the old priest stopped and
the first of the novices collided with his <acolytes? 0 level titles?>
teacher, apologetically stepping back
only to fall limbs askew into the cold
arms of a smiling  marble cherub.

"Brother Felloman, why bring us to
this graveyard, and at this hour of the
night?" the irritated novice whispered,
disentangling himself from the statue's
embrace. "Surely there is nothing here
that we cannot know from the scrolls in
the temple's scriptorium."

Felloman, gave the novice a stern
glance and tugged at his own ear, then
turned his attention to pouring water
from a flask in circle around them.
When the circle was complete, the
water glowed momentarily. Young
brother Amelior knew the look and the
gesture and remained quiet, though he
hoped the darkness hid the flush in his
cheeks.

"Watch," Felloman mouthed silently
and crouched down into the tall grass.
Amelior and his two fellows, Vortigur
and Grendul, hunkered down into the
grass with their teacher and waited.
Something was with them in the
graveyard. The rising hairs on the back
of Amelior's neck bespoke the supernatural.

As he peered across the moondappled
graves, a figure clambered
silently into sight, shaking off dirt and
grave mold like a dog sheds water, and
clutching some prize to its chest. The
thing (Amelior could not rightly call it a
man) trotted a short distance from its
hole and squatted. Red, feral eyes darted
about, seeking any who would take
its prize.

"Grave robber," Vortigur gasped
under his breath. Startled, the thing
jumped up and looked wildly about.
Dog-like, it sniffed the breeze, then
froze. Red eyes focused directly on
Amelior. He panicked, rose and tripped,
falling outside the circle of protection.
The thing was on him, smelling of
death. Its touch burned like ice and fire
together, and his limbs refused his call
to flee. Amelior shrieked as filthy claws
shredded his robe and raked his chest,
while snaggled teeth ripped away at his
shoulder. Old Felloman rose, shoving
Mystra's encircled star before him, and
just as quickly, it was over. Amelior lay
gasping and bleeding in the tombstones
and the thing writhed spasmodically
beside him, still clutching its grisly
prize . . . a rotting human arm, gnawed
nearly to the bone.

The moon was higher NOW. They
retreated into an open mausoleum
where brother Felloman called light
into being.

"I knew that man," Amelior said,
scratching at new-healed flesh on his
shoulder. "Well, I knew him when he
lived and was a man. He was Wexelar,
the moneylender. My father said he
cheated folk of their livelihood. I think
my father owed him a great deal of
money. Wexelar died suddenly of the
'plexy. I remember watching as they <>
dumped his body in the earth. The old
tale must be true then, that ghouls were
once evil humans who preyed upon
others in life and who died unblessed.?
?Indeed,? said the old priest as he bandaged
Amelior's injured face. ?It is
lucky for you, young brother, that you
did not die also. Victims who are killed
by ghouls become ghouls themselves if
they are not blessed before being buried.
?
"It's not my place to pry, reverend
brother," Amelior said as he glanced
toward the mausoleum entrance, ?but
shouldn?t you renew your protection
spell? If ghouls beget other ghouls, I
fear Wexelar may not be alone here.?
?You will do it, young Amelior.?
"Uh . . . uh . . . I, reverend one?" Amelior
choked, wishing he had heard wrong.
He had done it once before, but now
hoped that Mystra could fill in the gaps
in the prayers he only half remembered.
Hands shaking, he spilled the
holy water in a rough circle around
them, making sure to include the door.
Clutching his 'star' he mouthed the
prayer. With a smiling sigh he collapsed
to the floor. No ghoul could cross that
magical barricade.

Amelior's smile faded as glowing eyes
gathered beyond the door. One, two,
three pairs. He gagged, swallowing
back sour bile. While two stayed back,
one stepped casually into the light, a
crooked smile cracking the scabs on its
face as it hopped excitedly from leg to
leg.

"Circle-bright hurt frenzzz?" it hissed,
eyeing the damp stone. ?Maybe it not
lassst forever? Maybe warm flesh
become cold soon, you think. Maybe we
feast very soon??

Felloman stepped forward, presenting
Mystra?s holy star as before, but the
ghoul-thing only cringed momentarily,
then smiled until its face seemed it
might crack under the strain. Stunned
by his failure, the old man staggered
backward.

"Maybe circle bright keep back
frenzzz, but not me, eh? What you
think?" And with that, the ghast
stepped through the ineffectual circle
of protection.


 
 



 

The ghouls of the D&D game were certainly inspired by HPL, and by association ghasts.
 


Elfdart wrote:
Colonel, lately I've been re-reading books of folklore and mythology from all over the world.
One book about Middle Eastern mythology makes it pretty clear that the ghoul was based on hyenas: desert-dwelling, laughing, corpse-eaters. I noticed that you created Yeenoghu as demon lord of ghouls and gnolls. Did you make the ghoul/hyena connection way back then?
 


As far as I recall I had discovered that the ghoul was from Egyptian folklore, a demonic creature.
I then connected them to hyenas, famed scavengers, via Yeenoghu.
As I have seen plenty of hyenas as a lad at the zoo, heard their calls and smelled their stink, that seemed most fitting to me.
I really dislike those animals 

Cheerio,
Gary


 

Quote:
Originally Posted by Griffith Dragonlake
Happy New Year Gary!

Over in this thread When did ghouls become undead? there is a discussion of the origin of D&D Ghouls. In particular, Jester47 poses the following questions:
I'm sure the folks would appreciate it greatly if you would post an answer to that thread.


Headed over there now 

Gary