KING
Ghoul

Ghoul

Undead · Crown of Mammon

T1d4Minor

Grave-dirt eaters, ghouls paralyze with claws, packs in crypts.

Tier 1  ·  Role Minor  ·  Pool Vigor 2  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg 1 (flat)

AC1010 base
Vigor22 x Tier, one pool. Breaks at 1, dies at 0
Move30 ft
Initiatived8rerolled each round
Attack+2d20 + bonus vs AC, one a turn
Damage1flat, crit d4, floored at 1
Save DC11Tier 1 DC
Crit20natural 20 only
StatScoreModDie
Body14--
Mind7--
Sense14--
Heart12--
Cunning14--
Fate12--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Grave-Born

Immune to poison and disease; sees in darkness out to 60 ft. Regains 1 Vigor by spending a maneuver feeding on a corpse.

Passive

Feeding Frenzy

Attacks against stunned creatures are made with advantage.

Maneuvers

Maneuver

Paralyzing Claws

When its attack hits, the target makes a Body save (DC 11) or is stunned by the grave-chill in its claws (save ends, repeated at the end of each of the target's turns). Elves are immune. A wound it deals is Numb Limbs (Severity 2 poison: you cannot take a Maneuver; non-lethal, it knocks out instead of killing).

Tactics

GM tactics

Hunts in packs. Uses Claws to paralyze targets, then swarms with Feeding Frenzy. Targets non-elves first (knowing elves are immune). Drags paralyzed victims to lair to eat later.

Running it

Rules

  • One Vigor pool of 2 x Tier, no Vitality. It breaks and flees with 1 left, and dies at 0. The pool does not regenerate.
  • A hit deals a flat 1, no roll. A crit (natural 20 only) rolls d4 and never lands below 1.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • With 1 Vigor left it breaks and flees, out of the fight but alive; Fanatics fight on to 0 instead.
  • At 0 Vigor it is dead: 2 total damage, and a single blow of 2 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.