Chaotic Evil Man-sized Undead
FREQUENCY: Uncommon
NO. APPEARING: 2-24 (III. 1d4)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 6
SPEED: 9"
HIT DICE: 2 (hp 9)
% IN LAIR: 20%
TREASURE TYPE: B, T
ATTACK AC 0: 16
MELEE: 2 claws (1d3/1d3) plus paralyzation and bite (1d6) plus paralyzation
SPECIAL ATTACKS: paralyzation; Hits As: normal
SPECIAL DEFENSES: undead
WEAKNESS: hedged by protection from evil, undead (ghoul)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low (5-7, cunning)
MORALE: fanatical
SAVES: Poison 14, Petrify 15, Wand 16, Breath 17, Spell 17
LANGUAGES: None (understands Common)
LEVEL: III (XP 128 or 110 + 2 per h.p.)
Ghouls are "undead," once human creatures which feed on human and other corpses. Although their change from human to ghoul has deranged and destroyed their minds, ghouls-have a terrible cunning which enables them to hunt their prey most effectively.
Ghoul packs always attack without fear.
Ghouls attack by clawing with their filthy nails and with fangs. Their touch causes humans — including dwarves, gnomes, half-elves, and halflings, but excluding elves — to become rigid (paralysis) unless a saving throw versus Paralyzation is successful.
Any human killed by a ghoulish attack will become a ghoul unless blessed (or blessed and then resurrected).
These creatures are subject to all attack forms except sleep and charm spells. They can be turned by clerics. The magic circle of protection from evil actually keeps these monsters completely at bay.
Lacedon. The lacedon is a marine form of the ghoul. It conforms in all other respects to ghouls.
Chaotic Evil Man-sized Undead (ghast)
FREQUENCY: Rare
NO. APPEARING: 1-6 (IV. 1)
AURA: stench (10-ft radius)
SURPRISE: 33%
SENSES: infravision
ARMOR CLASS: 4
SPEED: 15"
HIT DICE: 4 (hp 18)
% IN LAIR: 10%
TREASURE TYPE: B, Q, R, S, T
ATTACK AC 0: 15
MELEE: 2 claws (1d4/1d4) plus paralyzation and bite (1d8) plus paralyzation
SPECIAL ATTACKS: paralyzation; Hits As: normal
SPECIAL DEFENSES: undead
WEAKNESS: undead (ghast), vulnerable to cold iron
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very (11-12)
MORALE: fanatical
SAVES: Poison 13, Petrify 14, Wand 15, Breath 16, Spell 16
LANGUAGES: Common
LEVEL: IV (XP 222 or 150 + 4 per h.p.)
These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. These creatures are often used as slaves by powerful demons.
When the pack attacks it will quickly become evident that ghasts are present, however, for they exude a carrion stench in a 10-ft radius which causes retching and nausea unless a saving throw versus Poison is made. Those failing to make this save will attack at a penalty of -2 on "to hit" dice rolls.
Worse, the ghast attacks as a ghoul with regard to paralyzation, and this attack will affect elves as well.
Ghasts are of the "undead" class so sleep and charm spells do not affect them.
They are struck by any sort of weapon; cold iron causes double damage, and clerics can turn them. The circle of protection from evil does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron, an iron ring, etc.).
Environment. Sub-arctic (Ghoul. [night only] marsh), Temperate/sub-tropical, uninhabited/wilderness areas (Ghoul/Ghast. forest, rough, hills, mountains, marsh), Temperate/sub-tropical, inhabited and/or patrolled areas (Ghoul/Ghast. [night only] rough, marsh); Underwater, fresh water (Lacedon. shallow, deep), salt water (Lacedon. shallow, deep), Waterborne, fresh water (Lacedon. large), salt water (Lacedon. shallow, coastal);