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Ghoul

Lv 4 Undead

[Undead, nonliving, soulless]

STR 4

Scale: 0

Target: 4

Race: Ghoul

DEX 2

Speed:7m  5x Sprint

Face: 1x1

R. Background: Undead

END 0*

Toughness:  15/6

Will: 9/6 (immune)

C. Background: Savage

INT 3

CR: 4

SPR 3*

LV: 4

Attacks:

2 Claws: +2/6 1d8 + 4 Slashing  Standard Reach

Bite  +2/6 1d4 + 3 Piercing  Close Reach

Defenses:

4 Dodge +2 4 Parry +2

Strength Skills:

  1.   +2 Weapon Skill: Extra Attack , Mighty Strike
  2.   +4 Athletics: Spring , Sprint, Fast, Rapid Climb
  3.   +2 Wrestle: One Inch Punch, Pin, Hostile Cover
  4.   +1 Combat Arts: Dual Wield
  5.   3 to natural skills

Dexterity Skills:

  1.   +2 Reflex: Evasion, Lightning Reflexes
  2.   +4 Acrobatics:
  3.   +2 Finesse: Deflect Arrow, Precision Strike

Endurance Skills:

  1.   none

Intelligence Skills:

  1.   +4 Combat Expertise: Learn Combox4
  2.   +0 Perception: Nightvision R
  3.   8 to Natural skills

Spirit Skills:

  1.   +5 Intimidate
  2.   +2 Berserk: Rage, Unstoppable Rage

Natural Skills

  1.   Vulnerable Holy/Pain, Can€t Heal
  2.   Vulnerable Heat/+3 Damage
  3.   Cold Resist +3
  4.   Regeneration 1
  5.   Natural Armour +3
  6.   Unnaturally Tough +3
  7.   2 Natural attacks 1d8 damage
  8.   Bite

Combos:

Blitz: 5x Attack

Impale: 2x Attack, Mighty Strike x2 (1d12 +4 claw damage)

Move: Spring + Far Shot + Attack x2

Ambush: Charge + Spring + Mighty Strike x2 + Attack x3 (1d12 +4 claw damage)

Tactics: Ghouls are incredibly difficult to kill. They are used as elite, but expendable, foot soldiers by powerful undead lords. Ghouls are not mindless, and although they feel no fear they have a keen sense of self-preservation and would rather Sprint than die.

In a fight, Ghouls will first try to Scare the enemy into Running, because they enjoy a good chase. Their prey rarely escape, however, as Ghouls are quick. If the prey turn and fight, Ghouls will use rage. This boosts their claw damage to 1d8 + 5, but doesn€t increase their toughness as Ghouls have no endurance score.

Ghouls can soak up wounds and more or less ignore them with their Unnaturally Tough and Regeneration abilities.

In the presence of a holy object, Ghouls are much more vulnerable, and will likely flee at first opportunity.


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