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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 A Henchman Production for Clockwork Golem Workshop
mindless undead such as skeletons and zombies Written by Adam Windsor
can still be credible threats to mid-level parties Edited by Peter M. Ball
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 Requires the use of the Dungeons & Dragons, Third Edition
overlooked and under-appreciated undead a Core Books, published by Wizards of the Coast, Inc.
chance to shine. With a ghoul template to give
more diversity to the ghoulish ranks, a host of Dungeons & Dragons and Wizards of the Coast are
ghoulish feats, the power of ancient hunger magic trademarks of Wizards of the Coast, Inc. in the United States
and other countries and are used with permission.
and the exotic abilities of five new ghoul variants,
Rise of the Ghouls has all the tools you need to 'd20 System' and the 'd20 System' logo are trademarks of
help your high-level player characters remember Wizards of the Coast, Inc. and are used according to the
why ghouls where so frightening back when they terms of the d20 System License version 6.0. A copy of this
were just starting out. 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.
Masterwork Monsters: Rise of the Ghouls

Ghoulish Secrets: Ghoul Template

One of the ghoul's greatest weaknesses in the core spindly arms ending in sharp talons and its eyes
d20 rules is that it essentially comes in only one glowing like coals in the darkness.
variety: a two hit dice medium-sized undead with
a weak paralysis attack. Even its advancement Ghoulish Choker
options are limited - it can gain one extra hit die, Small Undead
but that's all. Hit Dice: 4d12 (26 hp)
The rules here convert ghouls into a template Initiative: +6
that can be applied to a base creature, much like a Speed: 20 ft. (4 squares), climb 10 ft.
zombie or vampire. This makes it possible to have Armor Class: 18 (+1 size, +2 Dex, +5 natural),
ghoulish fire giants, ghoulish dragons, or even touch 13, flat-footed 16
something as simple as a ghoulish halfling, all of Base Attack/Grapple: +2/+6
which are impossible under the core rules. Attack: Bite +7 melee (1d4+4)
Ghouls are emaciated, gray-skinned creatures Full Attack: Bite +7 melee (1d4+4 plus paralysis)
with sharp fingernails and teeth. They are often plus 2 tentacles +5 melee (1d3+2 plus
spattered with scraps of rotting meat and dried paralysis)
blood. Most ghouls lose any hair they had in life.
Space/Reach: 5 ft./10 ft.
A living creature which becomes a ghoul also
Special Attacks: Improved grab, constrict 1d3+2,
loses its original personality, which is subsumed
ghoul fever, paralysis
into an unending hunger for raw, red meat, torn
Special Qualities: Darkvision 60 ft., +2 turn
fresh from the bodies of its victims.
resistance, undead traits
Although they retain their intelligence and are
Saves: Fort +1, Ref +5, Will +6
capable of subtlety and even advanced tactics in
their pursuit of pray, the ghoul's entire focus and Abilities: Str 18, Dex 18, Con -, Int 6, Wis 17,
purpose is to feed. They are to all intents and Cha 9
purposes a different, and usually far more bestial, Skills: Climb +12, Hide +15, Move Silently +11
creature. Feats: Multiattack, ghastly touch
Exactly why ghouls are driven to eat the flesh Environment: Any
of living creatures is the subject of considerable Organization: Solitary, gang (2–4), or pack (7–
debate in academic circles. Adventurers, for some 12).
reason, do not seem to share this curiosity. As Challenge Rating: 3
undead creatures, ghouls do not need to eat, a fact Treasure: None
born out by their ability to survive hundreds of Alignment: Always chaotic evil
years in sealed tombs without any new sources of Advancement: 5–7 HD (Small); 8–13 HD
food. Sages have posited that the desire for flesh (Medium)
is a side-effect of ghoul fever, but this has not Level Adjustment: —
been proven.
A ghoulish choker is an undead predator that
Sample Ghoulish Creature hungers for the flesh of the living. Merging the
This decaying corpse has flesh pulled tight across stealth of the choker with the paralytic touch of
its ropey frame. It crouches in the shadows, its the ghoul, it is a dangerous hunter that can hold
entire communities in a grip of paralytic fear.

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Masterwork Monsters: Rise of the Ghouls
Combat base creature’s statistics and special abilities
Like its living counterpart, the ghoulish choker except as noted here.
will often perch near ceilings or the upper boughs Hit Dice: Drop any Hit Dice from class levels
of trees in order to ambush its opponents. It tries (to a minimum of 1), add one to the number of Hit
to surprise opponents whenever possible. Dice left, and raise them to d12s.
Constrict (Ex): A ghoulish choker deals Speed: If the base creature can fly, its
1d3+2 points of damage with a successful grapple maneuverability rating drops to average. If it is
check against a Large or smaller creature. currently worse than average, it does not change.
Because it seizes its victim by the neck, a creature Armor Class: Natural armor bonus increases
in the choker’s grasp cannot speak or cast spells by a number based on the ghoul's size:
with verbal components.
Improved Grab (Ex): To use this ability, a Tiny or smaller +0
ghoulish choker must hit a Large or smaller Small +1
opponent with a tentacle attack. It can then Medium +2
attempt to start a grapple as a free action without Large +3
provoking an attack of opportunity. If it wins the Huge +4
grapple check, it establishes a hold and can Gargantuan +7
constrict. Ghoulish chokers receive a +4 racial Colossal +11
bonus on grapple checks, which is already
included in the statistics block. Base Attack: A ghoul has a base attack bonus
Ghoul Fever (Su): Disease—bite, Fortitude equal to 1/2 its Hit Dice.
DC 12, incubation period 1 day, damage 1d3 Con Attacks: A ghoul retains all the natural
and 1d3 Dex. An afflicted creature of an weapons of the base creature. A ghoul gains a bite
appropriate type which dies of ghoul fever rises as attack as a primary attack if it does not already
a ghoul at the next midnight. It is not under the have one. All existing natural weapons are treated
control of any other ghouls, but it hungers for the as secondary attacks. If it has no other natural
flesh of the living and behaves like a normal weapons, it also gains two claw attacks as
ghoul in all respects. secondary attacks. A ghoul loses all manufactured
Paralysis (Ex): Those hit by a ghoulish weapon attacks and all manufactured weapon
choker’s bite or tentacle attacks must succeed on a proficiencies.
Fortitude save (DC 13) or be paralyzed for 1d4+1 Damage: Natural weapons deal damage
rounds. normally. A bite or claw attack deals damage
Skills: A ghoulish choker has a +8 racial bonus depending on the ghoul's size (Use the base
on Climb checks and can always choose to take creature's damage if it's better).
10 on Climb checks, even if rushed or threatened.
Size Bite Claw
Creating A Ghoul Fine 1 1
'Ghoul' is an acquired template that can be added Diminutive 1d2 1
to any corporeal aberration, dragon, fey, giant, Tiny 1d3 1
humanoid, magical beast, monstrous humanoid or Small 1d4 1d2
outsider. Medium 1d6 1d3
Size and Type: The creature’s type changes to Large 1d8 1d4
undead. It retains any subtypes except alignment Huge 2d6 1d6
subtypes and subtypes that indicate kind. It does Gargantuan 2d8 1d8
not gain the augmented subtype. It uses all the Colossal 4d6 2d6

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Masterwork Monsters: Rise of the Ghouls
Special Attacks: A ghoul retains all of the advancement is possible if the base creature
base creature’s extraordinary special attacks. A ordinarily advances by character class.
ghoul gains the following special attacks: Level Adjustment: —.
Ghoul Fever (Su): Disease—bite, Fortitude DC
10 + 1/2 hit dice + Charisma ability modifier, Lacedon
incubation period 1 day, damage 1d3 Con and 1d3 Ghouls of this type are aquatic creatures, and are
Dex. often found in sunken ruins or shipwrecks. Some
An afflicted creature of an appropriate type packs of lacedons prey on shipping, clambering
which dies of ghoul fever rises as a ghoul at the up the sides of vessels to kill and eat all living
next midnight. It is not under the control of any creatures aboard.
other ghouls, but it hungers for the flesh of the Lacedons look very similar to their land-bound
living and behaves like a normal ghoul in all cousins, except that they often have a blue or
respects. green tinge to their skin, and usually retain some
Paralysis (Ex): Those hit by a natural weapons or all of any hair they had in life.
must succeed on a Fortitude save (DC 10 + 1/2 hit
dice + Charisma ability modifier) or be paralyzed Creating A Lacedon
for 1d4+1 rounds. Elves have immunity to this 'Lacedon' is an acquired template that can be
paralysis. added to any creature which already possesses a
Special Qualities: A ghoul retains any ghoul template. It uses all the base ghoul's
extraordinary special qualities of the original statistics and special abilities except as noted here.
creature. A ghoul gains +2 turn resistance. Size and Type: The ghoul gains the aquatic
Saves: Base save bonuses are Fort +1/3 HD, subtype.
Ref +1/3 HD, and Will +1/2 HD + 2. Speed: The ghoul gains a swim speed equal to
Abilities: A ghoul's Strength, Intelligence and its normal land speed.
Charisma increase by +2, its Dexterity and Special Attacks: A lacedon's Fever special attack
Wisdom increase by +4, and it has no Constitution (whether ghoul fever, bloat fever or some other
score. variety) always creates other lacedons, rather than
Skills: A ghoul loses all existing skills. It gains normal ghouls.
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 Ghast
Silently, and Spot. Ghasts are a stronger and more powerful form of
A ghoul retains all the base creature's racial ghoul, known for being more cunning than their
modifiers to skills. lesser kin. In appearance and behavior they differ
Feats: A ghoul loses all existing feats, but little from their more common cousins, but ghasts
gains new feats based on their modified number can be easily told apart from normal ghouls by the
of hit dice. Most ghouls take Multiattack as their foul stench that surrounds them, putrid enough to
first feat. cause sickness and distress in living creatures that
Environment: Any. approach too close.
Organization: Solitary, gang (2–4), or pack Unlike other forms of ghouls, which were
(7–12). initially created by magic but can perpetuate
Challenge Rating: HD 1 or less, as base themselves through the disease they carry, the
creature +1/2; HD 2 or more, as base creature +1. only known way for ghasts to be created is
Treasure: None. through spells such as create ghouls or create
Alignment: Always chaotic evil. undead. Some sages believe that particularly
Advancement: As base creature, but ancient ghouls might ultimately evolve into
maximum Hit Dice increased by one. No 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 same ghast’s stench for 24 hours. A delay poison
transformation, but such claims are disputed and or neutralize poison spell removes the effect from
unproven. a sickened creature. Creatures with immunity to
poison are unaffected, and creatures resistant to
Creating A Ghast poison receive their normal bonus on their saving
'Ghast' is an acquired template that can be added throws.
to any creature that any creature which already Abilities: A ghast's Strength and Charisma
possesses a ghoul template. It uses all the base increase by +4, and its Dexterity increases by +2.
ghoul's statistics and special abilities except as These modifiers are in addition to those already
noted here. applied for the original ghoul template.
Hit Dice: Gain two additional hit dice. Feats: A ghast gains Improved Natural Attack
Armor Class: Natural armor bonus increases with all its natural weapons as bonus feats. They
by +2. may also gain an extra feat from their additional
Special Attacks: A ghast retains all of the base hit dice. Many Ghasts choose Toughness for this
ghoul's special attacks. Elves are not immune to a feat.
ghast's paralysis attack, if it has one. A ghast also Organization: Same as the base ghoul, but
gains the following special attack: there are rarely more than 2-4 ghasts in a group.
Stench (Ex): The stink of death and corruption The remainder of any larger grouping will be
surrounding these creatures is overwhelming. ghouls, rather than ghasts.
Living creatures within 10 feet must succeed on a Challenge Rating: As base ghoul +2.
Fortitude save (DC 10 + 1/2 the ghast's hit dice + Level Adjustment: +6 (base creature is high
the ghast's Charisma ability modifier) or be ghoul) or — (all other forms of ghoul)
sickened for 1d6+4 minutes. A creature that
successfully saves cannot be affected again by the

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Masterwork Monsters: Rise of the Ghouls

Ghoulish Secrets: Feats

Although most ghouls focus on delivering as Fine or Diminutive 0


many of their paralyzing attacks as accurately as Tiny 1
possible, these creatures have been known to Small 2
develop other abilities and tactics. This is Medium 4
particularly true of creatures were created from Large 8
creatures other than humans, or those that possess Huge 16
one of the variant ghoul templates introduced on Gargantuan 32
page 12. Colossal 64
Wherever a feat in this section lists simply
'Ghoul' as a pre-requisite, this includes ghasts, Each creature that spends ten minutes eating
lacedons and all of the five variants presented in from the corpse reduces the corpse's limit by one,
this volume, as well as the standard ghoul irrespective of whether or not the creature has this
template. feat. For example, if a pack of four ghouls all
spent ten minutes eating a human corpse, that
Breath of Death corpse would provide no further benefit to a
You can exhale a cloud of diseased air. creature with this feat.
Pre-requisites: Ghoul fever special attack,
Maw of the Dead Feast Magic
Effects: Once per day you can exhale a cloud Your magic becomes more potent if you have
of diseased gases from inside your body. This recently feasted on a fresh kill.
cloud fills a 15-foot cone. All living creatures Pre-requisites: High Ghoul, Spellcaster level
within the cloud must immediately make a 3rd
Fortitude save against ghoul fever, exactly as if Effects: Your spells gain a +1 bonus to the
you had just bitten them. saving throw DC if you have inflicted at least 10
Special: This feat can be taken multiple times. points of bite damage to living creatures within
Each time it is taken, you can use this ability one the minute immediately prior to casting the spell.
extra time per day. However, each time you use This damage does not all have to have been
this ability you must wait 1d4 rounds before you inflicted on the same creature.
are able to use it again. Special: This DC bonus stacks with those from
similar effects, such as the Spell Focus feat.
Eater of the Dead
You can replenish your strength from the corpses Feasting Ritual
of your enemies. You can gorge yourself to power your spells.
Prerequisites: must be a corporeal Undead Pre-requisites: High Ghoul, Spellcaster level
creature 5th, Feast Magic
Benefit: If you spend ten minutes consuming Effects: Whenever a spell calls for a material
the flesh of a corpse that has been dead less than component, you may consume flesh as a
one week, you heal 1 hit point. The maximum substitute. For every point of bite damage you
number of hit points that can be regained from a have inflicted on a living creature within the
corpse depends on its size: minute immediately prior to casting a spell, you

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Masterwork Monsters: Rise of the Ghouls
may reduce the cost of materials required by 10 check as a free action without provoking an attack
gp. If a material component has no listed cost, 1 of opportunity. If you succeed, you fasten your
point of bite damage suffices to replace it. teeth into your opponent and automatically do
Special: Points of bite damage used to your bite attack damage on your action each
substitute for material components are 'used up'. round (no attack roll required) until your opponent
They cannot be used again for the effects of this breaks free of the grapple, one of you dies, or you
feat, or for the effects of the Feast Magic feat. choose to let go.
Feast Ritual can reduce the material cost to zero,
but not below zero. Maw of the Dead
Your festering breath and rotted teeth carry a
Feeding Frenzy particularly virulent disease.
As soon as you taste flesh, you are driven by an Pre-requisites: Ghoul fever special attack.
insatiable need for more. Effects: Your ghoul fever special attack has an
Pre-requisites: Ghoul, Base Attack Bonus +2 incubation period of one round, not one day.
Effects: Any time you successfully bite an
opponent in combat, you gain a +1 profane bonus Prolonged Paralysis
to attack and damage rolls until the end of your The effects of your paralysis linger for longer than
next turn. usual.
If you make multiple successful bite attacks, Pre-requisites: Ghoul, Paralysis special attack,
the bonus and duration overlap, they do not stack. Ghastly Touch
Effects: A creature which succumbs to your
Foot Rake paralysis special attack is paralyzed for an
If you get a solid grip on an opponent you can additional 1d4 rounds.
leap up and rake them with the talons on your
feet. Soul Eater
Pre-requisites: Two claw attacks per round, You feed on your opponents' souls, as well as
Jump 5 ranks their bodies.
Effects: In any round in which you make two Pre-requisites: Ghoul, Base Attack Bonus +5,
successful claw attacks, you may immediately Eater of the Dead
make one further claw attack at the same attack Effect: When making a bite attack, you can
bonus for the same damage. choose to either paralyze your opponent or inflict
one negative level on a successful attack. The
Ghastly Touch save DC to remove the negative level is equal to
Your paralyzing touch is more potent than 10 + 1/2 your hit dice + your Charisma ability
normal. modifier. For each negative level bestowed, you
Pre-requisites: Ghoul, Paralysis special attack gain 5 temporary hit points.
Effects: You gain a +1 bonus on the save DC Special: A creature slain by negative energy
of your paralysis attack. Additionally, elves are from this ability rises as a ghoul zombie at the
susceptible to your paralysis. next midnight. The ghoul zombie is under your
control, but you can control only 2 HD worth of
Gnaw ghoul zombies creatures per hit die you possess. If
When you get a taste of blood you don't let go. you exceed this number, the newly created ghoul
Pre-requisites: Bite attack, Base Attack Bonus zombie falls under your control, and any excess
+3 ghoul zombies you previously controlled become
Effects: When you make a successful bite uncontrolled. (You choose which creatures are
attack you may immediately make a grapple released.).

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Masterwork Monsters: Rise of the Ghouls

Ghoulish Secrets: Magic

Ghouls are not widely known for their interest in Ghoul Domain Spells
religion or the arcane arts. Most of them care for 1 Elfskin
little except their next meal. However there are 2 Ghoul Touch
some ghouls who recall enough of their previous 3 Contagion*
existence to ponder what power watches over 4 Hold Monster
them now. More than one demon lord has been 5 Create Ghouls
pleased to claim the allegiance of these ghoulish 6 Ghoulish Gorging
philosophers, sometimes claiming dominion for 7 Ravening Curse
the flimsiest of reasons. At least one has done so
8 Plague*
using the excuse that the creatures that
9 Hold Monster, Mass
traditionally worshipped them had a phonemically
* When cast as a Ghoul domain spell, these
similar name. The closest thing ghouls have to a
spells inflict Ghoul Fever, rather than any of the
deity is the Marrow-Eater.
normal options. Ghoul Fever uses the same DC
The Marrow-Eater has no physical form. It is
and damage as Filth Fever, but any creature who
the burning hunger that fills every ghoul, driving
dies from it becomes a standard ghoul.
them to kill, and gorge, and kill again. In
worshipping the Marrow-Eater, the ghouls
worship the thing that drives and controls their Create Ghouls
every action. Necromancy [Evil]
The Marrow-Eater's domains are Evil, Ghouls, Level: Clr 6, Ghoul 5, Sor/Wiz 6
and Strength. Components: V, S, M
Casting Time: 1 hour
Ghoul Domain Range: Close (25 ft. + 5 ft./2 levels)
Granted Power: You may use a paralyzing Target: One corpse
touch once per day. Your paralyzing touch is a Duration: Instantaneous
supernatural ability. You must succeed on a melee Saving Throw: None
touch attack against a living creature (using the Spell Resistance: No
rules for touch spells). When you touch, the target
must make a Fortitude save (DC 10 + 1/2 your This evil spell allows you to create ghouls of
cleric level + your Wisdom modifier) or be all kinds. The type or types of ghouls you can
paralyzed for a number of rounds equal to your create is based on your caster level, as shown on
cleric class level. the table below.

Caster Level Type of Ghoul Created


Ghoul Templates and 11th or lower Ghoul
Create Undead 12th Ghoulhond
This spell can still be used with the variant 13th Bloated Ghoul or Graveweed
ghoul rules presented here. The only varieties 14th Ghoul Zombie
of ghoul that can be created by create undead 15th High Ghoul
are the standard ghoul (at 11th level or lower)
or a standard ghoul which also has the ghast Any of these creatures may be created with the
template added (at 12th level or higher). lacedon template, if you wish, as long as you
possess the necessary material components.
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Masterwork Monsters: Rise of the Ghouls
You may create a less powerful type of ghoul Feast of Knowledge
than your level would allow if you choose. If you Necromancy [Evil]
create a form of ghoul with a caster level Level: Clr 4, Sor/Wiz 3
requirement at least two levels lower than your Components: V, S, M
actual caster level, you may add the ghast Casting Time: 1 minute
template to that ghoul. Created ghouls are not Range: Personal
automatically under the control of their animator. Area: You
If you are capable of commanding undead, you Duration: 1 hour/level
may attempt to command the undead creature as it
Saving Throw: None
forms.
Spell Resistance: No
Regardless of the type of ghoul you create with
this spell, you can’t create more HD of ghouls
You consume the brain of another creature and
than twice your caster level with a single casting.
temporarily gain the ability to access some of that
Material Component: A clay pot filled with
creature's skills and abilities.
grave dirt and a bowl of raw meat. The spell must
For every three caster levels you possess, you
be cast on a body that has been dead no more than
may choose one feat or one Intelligence, Wisdom
24 hours. To create creatures without the lacedon
or Charisma-based skill possessed by the creature
template, you must place a black onyx gem worth
whose brain you have consumed. For the duration
at least 50 gp per HD of the undead to be created
of the spell's effects, you gain the following
into the mouth each corpse. If you want to create
bonus:
lacedons, you must instead use black pearls worth
For each skill you chose, you are treated as
60 gp per HD of the undead to be created. The
having the same number of ranks in the skill as
magic of the spell turns either type of gem into
the creature whose brain you consumed, up to a
worthless shells.
maximum number of ranks equal to 3 + your
caster level.
Elfskin For each feat you chose, you are treated as if
Necromancy you have that feat. You can only choose feats for
Level: Ghoul 1, Sor/Wiz 1 which you meet the pre-requisites. However, you
Components: V, S, M can use skill ranks and other feats gained through
Casting Time: 1 standard action feast of knowledge in order to meet these pre-
Range: Close (25 ft. + 5 ft./2 levels) requisites. For example, if a 9th level caster used
Area: You and up to one ally per three caster this spell with the brain of a creature who had the
levels trample feat, the caster could use his first two
Duration: 1 hour/level choices to gain the creature's ride skill and
Saving Throw: Will negates (harmless) mounted combat feat, in order to take the trample
Spell Resistance: Yes feat.
Material Component: The brain of a creature
Creatures affected by this spell are treated as that has been dead less than 24 hours, which you
elves for the purposes of resisting ghouls' consume as part of the spell.
paralyzing attacks.
Elfskin does not protect against any other form
of paralysis, nor against the paralyzing attacks of
ghouls with the Ghastly Touch feat.
Material Component: A one-inch square of
dried elf skin.

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Masterwork Monsters: Rise of the Ghouls
Feast of Magic number of temporary hit points granted cannot
Necromancy [Evil] exceed the maximum number of hit points the
Level: Clr 5, Sor/Wiz 5 dead creature possessed before it was slain.
Components: V, S, M Material Component: The heart of a creature
Casting Time: 1 minute that has been dead less than 24 hours, which you
Range: Personal consume as part of the spell.
Area: You
Duration: 1 hour/level Ghoulish Gorging
Saving Throw: None Conjuration (Creation)
Spell Resistance: No Level: Ghoul 6
Components: V, S, DF
You consume the brain of another creature and Casting Time: 10 minutes
temporarily gain the ability to access some of that Range: Close (25 ft. + 5 ft./2 levels)
creature's magical insight. Effect: Feast for one creature/level
For every three caster levels you possess, you Duration: 1 hour plus 12 hours; see text
may choose one prepared but unused spell, or one Saving Throw: None
unused use of a spell-like ability, the deceased Spell Resistance: No
creature possessed. This spell or spell-like ability
is added to your allotment of spells for the day. You bring forth a great mound of raw and
The level of the spell or spell-like ability may bloody meat. Any creature consuming a share of
not exceed one-third of your caster level when the feast gains 1d8 temporary hit points +1 point
casting this spell. You cast these stolen spells at caster level (maximum +20), as well as a +1
the same caster level as you cast feast of magic. profane bonus on attack rolls and Will saves and
Any stolen spells that have not been cast when immunity to fear effects for 12 hours.
feast of magic expires are lost. Any living creature partaking of the feast also
Material Component: The brain of a creature gains immunity to poison, sleep effects, paralysis,
that has been dead less than 24 hours, which you stunning, disease, and death effects, and also is
consume as part of the spell. not subject to critical hits, nonlethal damage,
ability drain, or energy drain. Finally, they are
Feast of Might immune to damage to their physical ability scores
Necromancy [Evil] (Strength, Dexterity, and Constitution), as well as
Level: Clr 3 to fatigue and exhaustion effects. All these effects
Components: V, S, M last twelve hours.
Casting Time: 1 minute An undead creatures partaking of the feast
Range: Personal gains a +4 profane bonus to turn resistance, and a
Area: You +2 profane bonus to Strength and Dexterity.
Duration: 1 hour/level These effects also last 12 hours.
Saving Throw: None A creature that does not consume raw meat as
a part of its normal diet must make a Fortitude
Spell Resistance: No
check (DC 10) in order to partake of the feast. The
food takes 1 hour to consume, and the beneficial
You consume the heart of another creature and
effects do not set in until this hour is over.
temporarily gain the ability to access some of that
If the feast is interrupted for any reason, the
creature's physical prowess.
spell is ruined and all effects of the spell are
You gain a +2 profane bonus to your Strength
negated.
and Dexterity, as well as 1d8 plus 1 per caster
level (maximum +15) temporary hit points. The

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Masterwork Monsters: Rise of the Ghouls
Plague Ravening Curse
Necromancy [Evil] Enchantment (Evil)
Level: Clr 9, Ghoul 8, Sor/Wiz 9 Level: Ghoul 7, Sor/Wiz 8
Components: V, S Components: V, S, M/DF
Casting Time: 1 minute Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level) Range: Medium (100 ft. + 10 ft./level)
Area: All living creatures in a 30-ft. radius burst Area: All creatures in a 15-ft. radius burst
Duration: Instantaneous Duration: 1 minute/level
Saving Throw: Fortitude negates Saving Throw: Will negates
Spell Resistance: Yes Spell Resistance: Yes

Select a disease from the table below. All The targets of this spell are overcome with an
living creatures in the target area contract this insatiable hunger for raw and bloody meat. They
disease, which strikes immediately (no incubation immediately attack the nearest living creature not
period). The DC noted is for the subsequent saves affected by this spell. Once their target creature is
(use plague's normal save DC for the initial killed, they tear and gnaw at the corpse for one
saving throw). minute, before seeking out another victim.
An affected creature that cannot locate a target
Disease DC Damage makes a full move in a randomly chosen direction
Blinding sickness 16 1d4 Str1 each round, seeking prey.
Cackle fever 16 1d6 Wis Creatures affected by this spell gain the
Filth fever 12 1d3 Dex & 1d3 Con benefits and penalties of berserk rage, identical to
Mindfire 12 1d4 Int that of a 1st level barbarian, except that the effects
Red ache 15 1d6 Str last for the entire duration of the spell and they are
Shakes 13 1d8 Dex not fatigued when the spell ends.
Slimy doom 14 1d4 Con Arcane Material Component: A tooth from a
1 Each time a victim takes 2 or more points of ghoul and a vial of unholy water.
Strength damage from blinding sickness, he or
she must make another Fortitude save (using the
disease’s save DC) or be permanently blinded.

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Masterwork Monsters: Rise of the Ghouls

Ghoulish Secrets: Variants

Although it is the most well known, the standard In bloated ghouls, this process of breaking
ghoul is not the only form of ravenous, flesh- down the consumed flesh does not occur. Instead,
eating undead that has been encountered by the flesh these creatures consume simply rots and
adventurers. Many adventurers have encountered decays in the ghouls stomach. Bloated ghouls gain
a variety of powerful and dangerous relatives of their name from the way that the build-up of
the standard ghoul, with some even managing to rotting flesh and the resulting gases that are
return home with tales of their encounter. This generated cause their bodies to grow grossly
section provides details for five variant forms of obese. Stretched like a balloon to contain the meat
ghoul with which to challenge your player they consume, the skin of a bloated ghoul is often
characters. all-but translucent, revealing the grisly contents of
These variant ghoul templates share many the creature's stomach.
features that are the same as the standard ghoul When a bloated ghoul is injured in combat,
template, so some information is repeated several lumps of meat can sometimes fall through the
times in this section. We chose to provide each wounds. Bloated ghouls have been known to stop
template in full so that all information needed to and consume these fallen morsels in the middle of
apply the template is in one place. the battle.
Other than their massively distended stomachs,
Bloated Ghoul bloated ghouls appear similar to their more
Although the reason why ghouls are driven to common ghoulish kin, with gray skin, no hair, and
consume the flesh of the living is not known, what reddish-colored eyes.
has been confirmed is that in most cases, the meat The origin of these foul creatures is
is broken down by the negative energy in the unconfirmed, though one legend holds that they
ghoul's body. This is the reason most ghouls are were created when a ravening curse which was
emaciated despite constantly gorging themselves placed on a community of elves and somehow
on flesh. made permanent.

Creating A Bloated Ghoul


'Bloated 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
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 three to the number of
Hit Dice left, and raise them to d12s.

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Masterwork Monsters: Rise of the Ghouls
Speed: If the base creature can fly, its A bloated ghoul gains the following special
maneuverability rating drops to clumsy. attacks:
The bloated ghoul's speed (in all forms of Bloat Fever (Su): Disease—bite, Fortitude DC
movement) is reduced by 10 feet, to a minimum 10 + 1/2 hit dice + Charisma ability modifier,
speed of 5 feet. incubation period 1 day, damage 1d3 Con and 1d3
Armor Class: Natural armor bonus increases Dex.
by a number based on the bloated ghoul's size: An afflicted creature of an appropriate type
which dies of bloat fever rises as a bloated ghoul
Tiny or smaller +2 at the next midnight. It is not under the control of
Small +3 any other creature, but it hungers for the flesh of
Medium +4 the living and behaves like a normal bloated ghoul
Large +5 in all respects.
Huge +6 Slow (Su): Those hit by a bloated ghoul’s bite
Gargantuan +9 or claw attack must succeed on a Fortitude save
Colossal +13 (DC 10 + 1/2 hit dice + Charisma ability modifier)
or be slowed for 2d4+1 rounds. Elves have no
Base Attack: A bloated ghoul has a base special resistance to this effect.
attack bonus equal to 1/2 its Hit Dice. Damage Reduction (Ex): A bloated ghoul has
Attacks: A bloated ghoul retains all the natural damage reduction 5/slashing.
weapons of the base creature. A bloated ghoul Rotbloat (Ex): Bloated ghouls are filled with
gains a bite attack as a primary attack if it does vile and noxious gasses caused by the meat rotting
not already have one. All existing natural inside them. Any time a bloated ghoul suffers
weapons are treated as secondary attacks. If it has damage from a piercing or slashing weapon, any
no other natural weapons, it also gains two claw creature adjacent to it must make a Fortitude save
attacks as secondary attacks. A bloated ghoul (DC 10 + 1/2 hit dice + Charisma ability modifier)
loses all manufactured weapon attacks and or be nauseated for one round as these gasses
manufactured weapon proficiencies. burst free in a noxious wave.
Damage: Natural weapons deal damage Special Qualities: A bloated ghoul retains any
normally. A bite or claw attack deals damage extraordinary special qualities of the original
depending on the bloated ghoul's size. (Use the creature. A bloated ghoul gains +2 turn resistance
base creature's damage if it's better.) and the following special quality:
Massive (Ex): A bloated ghoul is unusually big
Size Bite Claw and heavy for its size. It gains a +2 racial bonus
on ability checks made to resist being bull rushed
Fine 1 1
and overrun.
Diminutive 1d2 1
Saves: Base save bonuses are Fort +1/3 HD,
Tiny 1d3 1
Ref +1/3 HD, and Will +1/2 HD + 2.
Small 1d4 1d2
Abilities: A bloated ghoul's Strength,
Medium 1d6 1d3
Charisma and Wisdom increase by +4, its
Large 1d8 1d4 Dexterity decreases by 4 (to a minimum value of
Huge 2d6 1d6 1), and it has no Constitution score.
Gargantuan 2d8 1d8 Skills: A bloated ghoul loses all existing skills.
Colossal 4d6 2d6 It gains the normal number of skill points for an
undead creature of its hit dice and Intelligence. A
Special Attacks: A bloated ghoul retains all of bloated ghoul's class skills are Climb, Hide,
the base creature’s extraordinary special attacks. Intimidate, Listen, Move Silently, and Spot.

Page 13
Masterwork Monsters: Rise of the Ghouls
A bloated ghoul retains all the base creature's This behavior is entirely instinctual and does not
racial modifiers to skills. seem to be sparked by any conscious intelligence.
Feats: A bloated ghoul loses all existing feats, Like ghouls, ghoul zombies feed on the creatures
but gains new feats based on their modified they kill, and can pass on their condition to those
number of hit dice. Most bloated ghouls take they bite.
Multiattack and Eater of the Dead. Perhaps the most alarming thing about ghoul
Environment: Any. zombies is their resilience to most forms of
Organization: Solitary, gang (2–4), or pack damage. Apart from acid and fire, which
(7–12). permanently sear the creature's flesh, only good-
Challenge Rating: HD 1 or less, as base aligned weapons can harm these creatures, by
creature +1; HD 2 or more, as base creature +2. breaking down the foul magic that sustains them.
Treasure: None.
Alignment: Always chaotic evil. Creating A Ghoul Zombie
Advancement: As base creature, but 'Ghoul Zombie' is an acquired template that can
maximum Hit Dice increased by three. No be added to any corporeal creature (other than an
advancement is possible if the base creature undead) that has a skeletal system (referred to
ordinarily advances by character class. hereafter as the base creature).
Level Adjustment: —. Size and Type: The creature’s type changes to
undead. It retains any subtypes except alignment
Ghoul Zombie subtypes and subtypes that indicate kind. It does
Sages argue whether the ghoul zombie is more not gain the augmented subtype. It uses all the
accurately catalogued as a ghoul, or as a zombie. base creature’s statistics and special abilities
Such fine distinctions are of little import to those except as noted here.
that have to face these creatures. Hit Dice: Drop any Hit Dice from class levels
Ghoul zombies are mindless, slow-moving (to a minimum of 1), double the number of Hit
beasts, much like ordinary zombies. They also Dice left, and raise them to d12s.
appear similar to those creatures, with rotting Speed: If the base creature can fly, its
flesh, white, filmy eyes, and a lurching manner of maneuverability rating drops to clumsy.
movement. Armor Class: Natural armor bonus increases
On the other hand, ghoul zombies actively seek by a number based on the ghoul zombie’s size:
out and attack living creatures, unless under the
control of a master who orders them not to do so. Tiny or smaller +0
Small +1
Medium +2
Large +3
Huge +4
Gargantuan +7
Colossal +11

Base Attack: A ghoul zombie has a base


attack bonus equal to 1/2 its Hit Dice.
Attacks: A ghoul zombie retains all the natural
weapons, manufactured weapon attacks, and
weapon proficiencies of the base creature. A
ghoul zombie gains a bite attack as a primary
attack if it does not already have one. All existing

Page 14
Masterwork Monsters: Rise of the Ghouls
weapons (natural or otherwise) are treated as Saves: Base save bonuses are Fort +1/3 HD,
secondary attacks. Ref +1/3 HD, and Will +1/2 HD + 2.
Damage: Natural and manufactured weapons Abilities: A ghoul zombie’s Strength increases
deal damage normally. A bite attack deals damage by +2, its Dexterity decreases by 2, it has no
depending on the ghoul zombie’s size. (Use the Constitution or Intelligence score, its Wisdom
base creature’s bite damage if it’s better.) changes to 10, and its Charisma changes to 1.
Skills: A ghoul zombie has no skills.
Fine 1 Feats: A ghoul zombie loses all feats of the
Diminutive 1d2 base creature and gains Toughness. Ghoul
Tiny 1d3 zombies also gain Gnaw as a bonus feat.
Small 1d4 Challenge Rating: Depends on Hit Dice, as
Medium 1d6 follows:
Large 1d8
Huge 2d6 Hit Dice Challenge Rating
Gargantuan 2d8 ½ 1
Colossal 4d6 1-2 2
4-6 3
Special Attacks: A ghoul zombie retains none 8–10 4
of the base creature’s special attacks. A ghoul 12–14 6
zombie gains the following special attack: +2 +3/4*
Ghoul Zombie Fever (Su): Disease—bite, * round to nearest whole number
Fortitude DC 10 + 1/2 hit dice + Charisma ability
modifier, incubation period 1 day, damage 1d3 Treasure: None.
Con and 1d3 Dex. Alignment: Always neutral evil.
An afflicted creature of an appropriate type Advancement: As base creature, but double
which dies of ghoul zombie fever rises as a ghoul Hit Dice (maximum 20), or — if the base creature
zombie at the next midnight. It is not under the advances by character class.
control of any other creature, but it hungers for Level Adjustment: —.
the flesh of the living and behaves like a normal
ghoul zombie in all respects.
Ghoulhound
Special Qualities: A ghoul zombie loses most While ghoul fever can kill wounded animals that
special qualities of the base creature. It retains any escape a ghoul attack, it does not cause them to
extraordinary special qualities that improve its rise as ghouls themselves. For the high ghoul
melee or ranged attacks. A ghoul zombie gains the
Oleamder Renn, such a situation was
following special qualities.
unacceptable. A powerful druid in life, Renn
Single Actions Only (Ex): Ghoul zombies have deeply felt the loss of his animal companion,
poor reflexes and can perform only a single move which had fled after his transformation. He began
action or attack action each round. A zombie can a series of magical experiments, attempting to
move up to its speed and attack in the same round,
alter the disease so that it could be communicated
but only if it attempts a charge.
to and between animals.
Damage Reduction (Ex): A ghoul zombie has Renn's experiments took many years, but were
damage reduction 5/slashing. ultimately a success. He created a new strain of
Regeneration 5 (Su): Ghoul Zombies take ghoul fever that could infect animals of all kinds.
normal damage from fire, acid and good-aligned
As he had conducted his experiments on a pack of
weapons.
dogs, he named the resulting creations

Page 15
Masterwork Monsters: Rise of the Ghouls
'ghoulhounds', a sobriquet that has stuck even now
that many different animals have been infected. Size Bite Claw
Ghoulhounds appear like emaciated, red-eyed Fine 1d2 1
versions of the base animals. If the animal had fur Diminutive 1d3 1
in life, only patches will remain, revealing large Tiny 1d4 1d2
areas of gray skin. They have become quite Small 1d6 1d3
popular amongst high ghouls, who make use of Medium 1d8 1d4
them as a human hunter would use living hounds. Large 2d6 1d6
Huge 2d8 1d8
Creating A Ghoulhound Gargantuan 4d6 2d6
'Ghoulhound' is an acquired template that can be Colossal 6d6 2d8
added to any animal.
Size and Type: The creature’s type changes to Special Attacks: A ghoulhound retains all of
undead. It retains any subtypes except alignment the base creature’s extraordinary special attacks.
subtypes and subtypes that indicate kind. It does A ghoulhound gains the following special attacks:
not gain the augmented subtype. It uses all the Ghoulhound Fever (Su): Disease—bite,
base creature’s statistics and special abilities Fortitude DC 10 + 1/2 hit dice + Charisma ability
except as noted here. modifier, incubation period 1 day, damage 1d3
Hit Dice: Change to d12s. Con and 1d3 Dex.
Speed: If the base creature can fly, its An afflicted animal which dies of ghoulhound
maneuverability rating drops to average. If it is fever rises as a ghoulhound at the next midnight.
currently worse than average, it does not change. It is not under the control of any other creature,
Armor Class: Natural armor bonus increases but it hungers for the flesh of the living and
by a number based on the ghoulhound's size: behaves like a normal ghoulhound in all respects.
Paralysis (Ex): Those hit by a ghoulhound’s
Tiny or smaller +0 natural weapons must succeed on a Fortitude save
Small +1 (DC 10 + 1/2 hit dice + Charisma ability modifier)
Medium +2 or be paralyzed for 1d4+1 rounds. Elves have
Large +3 immunity to this paralysis.
Huge +4 Special Qualities: A ghoulhound retains any
Gargantuan +7 extraordinary special qualities of the original
Colossal +11 creature. A ghoulhound also gains the following
special qualities:
Base Attack: A ghoulhound has a base attack • +2 turn resistance
bonus equal to 1/2 its Hit Dice. • Scent
Attacks: A ghoulhound retains all the natural Saves: Base save bonuses are Fort +1/3 HD,
weapons of the base creature. A ghoulhound gains Ref +1/3 HD, and Will +1/2 HD + 2.
a bite attack as a primary attack if it does not Abilities: A ghoulhound's Strength and
already have one. All existing natural weapons are increases by +6, its Dexterity and Wisdom
treated as secondary attacks. If it has no other increase by +2, and it has no Constitution score.
natural weapons, it also gains two claw attacks as Skills: A ghoulhound loses all existing skills. It
secondary attacks. gains the normal number of skill points for an
Damage: Natural weapons deal damage undead creature of its hit dice and Intelligence. A
normally. A bite or claw attack deals damage ghoulhound's class skills are Hide, Jump, Move
depending on the ghoulhound's size. (Use the base Silently, Spot and Survival.
creature's damage if it's better.)

Page 16
Masterwork Monsters: Rise of the Ghouls
A ghoulhound retains all the base creature's Creating A Graveweed
racial modifiers to skills. 'Graveweed' is an acquired template that can be
Feats: A ghoulhound loses all existing feats, added to any corporeal plant.
but gains new feats based on their hit dice. Most Size and Type: The creature’s type changes to
ghoulhounds take Multiattack as their first feat. undead. It retains any subtypes except alignment
Ghoulhounds gain Track as a bonus feat. subtypes and subtypes that indicate kind. It does
Environment: Any. not gain the augmented subtype. It uses all the
Organization: Solitary, pack (2–8), or herd base creature’s statistics and special abilities
(9–24). except as noted here.
Challenge Rating: HD 1 or less, as base Hit Dice: Drop any Hit Dice from class levels
creature +1/2; HD 2 or more, as base creature +1. (to a minimum of 1), and raise them to d12s.
Treasure: None. Speed: If the base creature can fly, its
Alignment: Always neutral evil. maneuverability rating drops to average. If it is
Advancement: As base creature. currently worse than average, it does not change.
Level Adjustment: —. If the base creature has no movement, the
graveweed gains the ability to lift itself out of the
Graveweed ground and drag itself along with its roots. It has a
Unlike ghoulhounds, which were the result of base speed of 5 feet, in this case.
deliberate magical experimentation, graveweeds Otherwise, the graveweed has the same
appear to have originated by accident. When a movement speeds as the base creature.
large number of ghouls are killed in the same Armor Class: Natural armor bonus increases
location, and left to rot, some of the negative by a number based on the ghoulweed's size:
energy in their bodies apparently seep into earth,
where it can infect nearby plants. Tiny or smaller +0
A graveweed appears like a sickly version of Small +1
the living plant, with scaly gray mold growing on Medium +2
its leaves, branches or stalk. Creatures examining Large +3
the graveweed closely might notice a grayish, Huge +4
vine-like growth coiled near its base. Gargantuan +7
Occasionally, a large gray bulb will grow on Colossal +11
the side of the creature, near the ground. This is a
seedling for a new graveweed. The adult Base Attack: A graveweed has a base attack
graveweed either plants this seedling itself and bonus equal to 1/2 its Hit Dice.
then moves to a new location or, more commonly, Attacks: A graveweed retains all the natural
sends one or two of its controlled zombies to plant weapons of the base creature. A graveweed also
the seedling elsewhere. gains a slam attack as a primary attack if it does
Of limited intelligence and mobility, a not already have one. This slam attack comes
graveweed's objectives are usually simple: keep from a thick, whip-like vine with a heavy, bulbous
itself fed and healthy, protect itself from harm, tip. All existing natural weapons are treated as
and create new graveweeds. It attacks any living secondary attacks. A graveweed loses all
creature that strays within reach of its slam attack manufactured weapon attacks and manufactured
or its zombies. weapon proficiencies.
High ghouls sometimes use patches of Damage: Natural weapons deal damage
graveweed as protection for their lairs. Other normally. A slam attack deals damage and has
forms of ghouls generally do not appreciate the reach depending on the graveweed's size. (Use the
rivalry for food, and steer clear. base creature's damage or reach if it's better.)

Page 17
Masterwork Monsters: Rise of the Ghouls
Size Damage Reach Abilities: A graveweed's Strength increases by
Fine 1 0 ft. +6. Its Dexterity and Intelligence scores increase
Diminutive 1d2 0 ft. to 6 if they were currently lower (the graveweed
Tiny 1d3 5 ft. gains these ability scores even if it did not
Small 1d4 10 ft. previously possess them). A graveweed has no
Medium 1d6 10 ft. Constitution score.
Large 1d8 15 ft. Skills: A graveweed loses all existing skills. It
Huge 2d6 20 ft. gains the normal number of skill points for an
Gargantuan 2d8 25 ft. undead creature of its hit dice and Intelligence. A
Colossal 4d6 30 ft. graveweed's class skills are Climb, Hide, Listen,
Move Silently, and Spot.
Special Attacks: A graveweed retains all of A graveweed retains all racial modifiers to
the base creature’s extraordinary special attacks. skills.
A graveweed gains the following special qualities: Feats: A graveweed loses all existing feats, but
Blood Drain (Ex): A graveweed can extrude a gains new feats based on its hit dice. Most
hollow root that allows it to drain blood from any graveweeds take Corpse Hide as their first feat.
helpless living creature within reach of its slam Environment: Any.
attack. The graveweed can drain only one creature Organization: Solitary, patch (2–4), or thicket
per round. The target suffers 1d4 points of (7–12).
Constitution damage per round of blood drain. Challenge Rating: HD 1 or less, as base
Create Spawn (Su): Any creature slain by a creature +1/2; HD 2 or more, as base creature +1.
graveweed's Blood Drain rises as a zombie 24 Treasure: None.
hours later. This zombie is under the control of Alignment: Always neutral evil.
the graveweed, which generally uses its zombies Advancement: As base creature, but
to protect it from enemies and to drag dead bodies maximum Hit Dice increased by one, or — if the
close enough for it to feed. base creature advances by character class.
A graveweed can control a maximum of 4 hit Level Adjustment: —.
dice of zombies per hit die it possesses. If it
exceeds this number, all the newly created High Ghoul
creatures fall under its control, and any excess Standard ghouls lose the personality and
undead from previous uses of this ability become memories they held in life, with any remnants of
uncontrolled. (The graveweed chooses which their mortal life subsumed by the unending
creatures are released.) hunger. In the last century, a new breed of ghouls
A graveweed can choose not to create new has begun to emerge.
spawn if it wishes. Whether these creatures are the result of
Paralysis (Ex): Those hit by a graveweed's magical experimentation, random happenstance,
natural weapons must succeed on a Fortitude save or have merely kept themselves hidden in distant
(DC 10 + 1/2 hit dice + Charisma ability modifier) realms until now is not known. What is known is
or be paralyzed for 1d4+1 rounds. Elves have that these High Ghouls, as they call themselves,
immunity to this paralysis. retain the memories and abilities they possessed in
Special Qualities: A graveweed retains any life. Their personalities do change (unless of
extraordinary special qualities of the original course they were already a vicious, flesh-eating
creature, except mindless. A graveweed gains +2 monster prior to their transformation into a high
turn resistance. ghoul), as high ghouls are uniformly callous
Saves: Base save bonuses are Fort +1/3 HD, killers who revel in the fear and horror generated
Ref +1/3 HD, and Will +1/2 HD + 2. by their depredations and foul appetites. This
change is not always immediately apparent, as
Page 18
Masterwork Monsters: Rise of the Ghouls
many high ghouls retain a lot of the traits they had not gain the augmented subtype. It uses all the
in life. A high ghoul who was a noble, for base creature’s statistics and special abilities
instance, still savors fine wine and genteel except as noted here.
conversation, and can be a suitably charming host Hit Dice: Retain all hit dice from racial and
when need be. class levels and raise them to d12s.
High ghouls look similar to normal ghouls, Speed: If the base creature can fly, its
though their skin tends to be more white than gray maneuverability rating drops to average. If it is
and they often retain their hair. They usually dress currently worse than average, it does not change.
far better than their lesser cousins, often stealing Armor Class: Natural armor bonus increases
the belongings of their victims, and may carry by a number based on the high ghoul's size:
weapons or armor if they were skilled with such
in life. Tiny or smaller +0
Small +1
Creating A High Ghoul Medium +2
'High Ghoul' is an acquired template that can be Large +3
added to any corporeal aberration, dragon, fey, Huge +4
giant, humanoid, magical beast, monstrous Gargantuan +7
humanoid or outsider that advances by character Colossal +11
class.
Size and Type: The creature’s type changes to Base Attack: A high ghoul retains the base
undead. It retains any subtypes except alignment attack bonus granted to it by its race and class
subtypes and subtypes that indicate kind. It does levels.
Attacks: A high ghoul retains all the natural
weapons, manufactured weapon attacks and
weapon proficiencies of the base creature. A high
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.
Damage: Natural and manufactured weapons
deal damage normally. A bite or claw attack deals
damage depending on the high ghoul's size. (Use
the base creature's damage if it's better.)

Size Bite Claw


Fine 1 1
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 high ghoul retains all of Special Qualities: A high ghoul retains all
the base creature’s special attacks, provided these special qualities of the original creature. A high
attacks do not require a living physiology. A high ghoul gains +2 turn resistance.
ghoul gains the following special attacks: Abilities: A high ghoul's Strength, Intelligence
High Ghoul Fever (Su): Disease—bite, and Charisma increase by +2, its Dexterity and
Fortitude DC 10 + 1/2 hit dice + Charisma ability Wisdom increase by +4, and it has no Constitution
modifier, incubation period 1 day, damage 1d3 score.
Con and 1d3 Dex. Feats: A high ghoul retains all the existing
A creature which dies from high ghoul fever feats it had in life, and gains Multiattack as a
must make a level check against DC 15. If it bonus feat.
succeeds, it rises as a high ghoul rather than a Environment: Any.
standard ghoul. A creature that rises as a high Organization: Any.
ghoul is not under the control of any other ghouls. Challenge Rating: HD 5 or less, as base
A creature that rises as a standard ghoul is under creature +1; HD 6 or more, as base creature +2.
the control of the high ghoul whose fever created Treasure: Standard.
it. Alignment: Any evil. A high ghoul that has
Paralysis (Ex): Those hit by a high ghoul’s class levels which require an alignment other than
natural weapons must succeed on a Fortitude save the one they choose is treated as an ex-member of
(DC 10 + 1/2 hit dice + Charisma ability modifier) that class, as outlined in the class's description.
or be paralyzed for 1d4+1 rounds. Elves have Advancement: By character class.
immunity to this paralysis. Level Adjustment: +4

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Masterwork Monsters: Rise of the Ghouls
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trade dress; artifacts; creatures characters; stories, storylines, plots, permission from the Contributor to do so.
thematic elements, dialogue, incidents, language, artwork, symbols,
designs, depictions, likenesses, formats, poses, concepts, themes and 12 Inability to Comply: If it is impossible for You to comply with any of the
graphic, photographic and other visual or audio representations; names terms of this License with respect to some or all of the Open Game
and descriptions of characters, spells, enchantments, personalities, teams, Content due to statute, judicial order, or governmental regulation then You
personas, likenesses and special abilities; places, locations, environments, may not Use any Open Game Material so affected.
creatures, equipment, magical or supernatural abilities or effects, logos,
symbols, or graphic designs; and any other trademark or registered 13 Termination: This License will terminate automatically if You fail to
trademark clearly identified as Product identity by the owner of the Product comply with all terms herein and fail to cure such breach within 30 days of
Identity, and which specifically excludes the Open Game Content; (f) becoming aware of the breach. All sublicenses shall survive the
"Trademark" means the logos, names, mark, sign, motto, designs that are termination of this License.
used by a Contributor to identify itself or its products or the associated
products contributed to the Open Game License by the Contributor (g) 14 Reformation: If any provision of this License is held to be
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, unenforceable, such provision shall be reformed only to the extent
modify, translate and otherwise create Derivative Material of Open Game necessary to make it enforceable.
Content. (h) "You" or "Your" means the licensee in terms of this
agreement. 15 COPYRIGHT NOTICE

2. The License: This License applies to any Open Game Content that Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
contains a notice indicating that the Open Game Content may only be
Used under and in terms of this License. You must affix such a notice to System Reference Document Copyright 2000-2003, Wizards of the Coast,
any Open Game Content that you Use. No terms may be added to or Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker,
subtracted from this License except as described by the License itself. No Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on
other terms or conditions may be applied to any Open Game Content original material by E. Gary Gygax and Dave Arneson.
distributed using this License.
Rise of the Ghouls is copyright © 2005 Adam Windsor.
3. Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License.
Artwork courtesy of Jupiterimages.
4. Grant and Consideration: In consideration for agreeing to use this
License, the Contributors grant You a perpetual, worldwide, royalty-free, All text in this book is designated open game content.
non-exclusive license with the exact terms of this License to Use, the You may not distribute this PDF without the
Open Game Content.
permission of the author.
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions
are Your original creation and/or You have sufficient rights to grant the
rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE


portion of this License to include the exact text of the COPYRIGHT
NOTICE of any Open Game Content You are copying, modifying or
distributing, and You must add the title, the copyright date, and the
copyright holder's name to the COPYRIGHT NOTICE of any original Open
Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity,
including as an indication as to compatibility, except as expressly licensed
in another, independent Agreement with the owner of each element of that

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