Ghoul¶
Ravenous Cannibals Possessed by Undeath
Ghouls are a ravenous abomination - a twisted combination of life and death. For in the heart of a Ghoul lies the twisted fragment of an Undead soul. Some Ghouls were once mortal humanoids who, in moments of unspeakable desperation or ritualistic depravity, consumed the flesh of their kin. In doing so, they opened themselves to the fractured currents of the River Styx, allowing splinters of lost, tormented spirits to slip inside them. Others are the work of Necromancers and foul rites that forcibly bind undead souls to living bodies and birth these voracious predators.
Neither fully living nor fully dead, ghouls are undead scavengers cursed with an insatiable hunger for mortal flesh. Their minds teeter on the brink of madness, driven by both the dim instincts of the soul shard within and the fading echoes of the mortal mind they once possessed.
Those wounded by a Ghoul's claws often suffer more than blood loss. The touch of undeath carries a host of dread diseases — a cruel legacy of the River Styx’s corruption. Victims may be stricken with Filth Fever, Flesh Rot, Mindfire, or other wasting afflictions that weaken body, mind, and spirit. These ghoul-born plagues can cripple even seasoned adventurers, sowing madness, decay, and exhaustion until the victim falls — or worse, rises again under the thrall of undeath.
Ghouls are a classic threat for fantasy tabletop RPGs, from grim dungeon crawls to desperate wilderness hunts. Whether you’re running a D&D 5E campaign, a Pathfinder adventure, or any fantasy TTRPG setting, their cursed hunger can challenge even seasoned heroes.
Ghoul Lore and Origins¶
- Ghouls are living bodies cursed with fragments of undead souls, created by dark rituals or the desperate sin of cannibalism.
- Though they can feed on corpses, ghouls crave fresh, living flesh — and savor prey that struggles and screams.
- Ghouls retain a flicker of mortal cunning, hunting in packs, ambushing stragglers, and overwhelming the weak.
- A ghoul's touch infects the living with swift, rotting diseases that fester almost instantly
Ghoul Statblocks¶
Ghoul¶
Twisted by the curse of cannibalism, Ghouls are undead predators driven by an endless hunger for living flesh. They roam in howling packs, haunting graveyards, catacombs, and battlefields.
Ghoul
Summoned with Foe FoundryMedium Undead (Ghoul)
AC 12 Initiative +0 (10)
HP 27 (5d8 + 5)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 13 | +1 | +1 |
Dex | 14 | +2 | +2 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 7 | -2 | -2 |
Wis | 9 | -1 | -1 |
Cha | 6 | -2 | -2 |
Immunities Poison; Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
CR 1 (200 XP; PB +2)
Traits
Filth Fever (Disease). This creature can inflict the Filth Fever disease: A raging fever sweeps through the creature's body. The creature is Weakened. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Actions
Multiattack. The ghoul makes two Paralytic Claw attacks.
Paralytic Claw. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) slashing damage. On a hit, the target must make a DC 10 Constitution saving throw or become Weakened (save ends at end of turn) until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Toxic Breath (Recharge 5-6). The ghoul exhales toxic gas in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw. On a failure, the creature takes 7 (2d6) poison damage and is Poisoned for 1 minute (save ends at end of turn). If a creature fails this save three times, it becomes afflicted by Filth Fever.
Bonus Actions
Cannibal. The ghoul consumes the flesh of a corpse within 5 feet. It gains 5 temporary hitpoints.
Ghast¶
Ghasts are bloated, corpse-ridden horrors — Ghouls swollen with dark power and the stench of undeath. They crave not only flesh but the decadent vices they once reveled in life.
Ghast
Summoned with Foe FoundryMedium Undead (Ghoul)
AC 13 Initiative +0 (10)
HP 33 (6d8 + 6)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 14 | +2 | +2 |
Dex | 16 | +3 | +3 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 7 | -2 | -2 |
Wis | 7 | -2 | -2 |
Cha | 6 | -2 | -2 |
Resistances Necrotic
Immunities Poison; Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Common
CR 2 (450 XP; PB +2)
Traits
Stench of Death. Any creature that starts its turn within 10 feet of the ghoul must make a DC 11 Constitution saving throw or become Poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the ghoul's stench for 24 hours.
Actions
Multiattack. The ghoul makes two Paralytic Claw attacks.
Paralytic Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) slashing damage and 3 (1d6) poison damage. On a hit, the target must make a DC 11 Constitution saving throw or become Weakened (save ends at end of turn) until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Wild Cleave (Recharge 5-6). The ghoul makes an attack against every creature within 10 ft. On a hit, the creature is pushed up to 20 feet away.
Bonus Actions
Cannibal. The ghoul consumes the flesh of a corpse within 5 feet. It gains 5 temporary hitpoints.
Charge (1/day). The ghoul uses Dash and moves towards a hostile creature. Up to one creature that is within 5 ft of the path must make a DC 13 Strength saving throw or be knocked Prone.
Ghast Gravelord¶
A Ghast Gravelord is a ghoul who has ascended through blasphemous rites, gaining the power to command the dead and create other Ghouls. Some whisper that a Ghast that consumes the Necromancer Mage who created it ascends into a Ghast Gravelord. These dread creatures spread corruption wherever their unholy touch reaches.
Ghast Gravelord
Summoned with Foe FoundryMedium Undead (Ghoul)
AC 16 (Unholy Armor) Initiative +0 (10)
HP 93 (17d8 + 17)
Speed 30 ft.
Mod | Save | ||
---|---|---|---|
Str | 12 | +1 | +1 |
Dex | 15 | +2 | +2 |
Con | 12 | +1 | +1 |
Mod | Save | ||
---|---|---|---|
Int | 18 | +4 | +4 |
Wis | 10 | +0 | +3 |
Cha | 13 | +1 | +1 |
Resistances Necrotic
Immunities Poison; Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
CR 6 (2,300 XP; PB +3)
Traits
Stench of Death. Any creature that starts its turn within 10 feet of the ghoul must make a DC 13 Constitution saving throw or become Poisoned until the start of their next turn. On a successful saving throw, the creature is immune to the ghoul's stench for 24 hours.
Actions
Multiattack. The ghoul makes three Paralytic Claw or Dread Bolt attacks. It may replace two attacks with a use of its Fetid Miasma or Spellcasting.
Paralytic Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage and 3 (1d6) poison damage. On a hit, the target must make a DC 13 Constitution saving throw or become Weakened (save ends at end of turn) until the end of its next turn. A weakened creature deals half damage with its spells and attacks and has disadvantage on Strength ability checks and saving throws.
Dread Bolt. Ranged Spell Attack: +7 to hit, range 30ft., one target. Hit 14 (3d6 + 4) necrotic damage.
Fetid Miasma (Recharge 5-6). The ghoul creates a Medium Fetid Miasma Token (AC/DC 12, 3 Charges) in an unoccupied space within 30 feet. Each creature that starts its turn within a 30 foot emanation of the Fetid Miasma takes 5 (1d10) poison damage.
Spellcasting. The ghoul casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
2/day each: Webc, Bestow Cursec, Blindness/Deafness (3rd)
1/day each: Fearc, Cloudkillc, Circle of Death
Bonus Actions
Cannibal. The ghoul consumes the flesh of a corpse within 5 feet. It gains 10 temporary hitpoints.
Reactions
Relentless Endurance. When the ghoul is reduced to 0 hit points, they can immediately make one melee attack as a reaction. If this attack hits, they regain 1 hit point.
Soul Harvest (1/day). Whenever a humanoid creature within 60 feet dies or is reduced to 0 hitpoints, the ghoul gains 35 temporary hitpoints.
Ghoul Encounter Ideas¶
Ravenous, cunning, and cursed by the River Styx, ghouls are the perfect foes for brutal ambushes, grim hunts, and haunting adventures. Use these ghoul encounters and adventure seeds to unleash their hunger on your campaign.
- A trail of stripped and half-eaten corpses leads the party to hidden lair of Ghouls waiting to strike from shallow graves and crumbling cairns
- A voracious pack of Ghouls (at least 1 per PC in Tier 1, 2 Ghouls per PC led by 1d4 Ghasts in Tier 2) stalk the party across the countryside, waiting to feast
- The party stumbles on a pack of Ghouls mid-feast. Two competing Ghasts are squabbling over who gets to devour the last captive, a rich Noble who begs for the party to free her
- A feverish victim of a ghoul stumbles forward, infected by a wasting disease. The adventurer promises the PCs half the loot if they can help him eliminate the Ghouls that attacked his camp three nights ago.
Ghoul Adventure Ideas¶
These ghoul adventure seeds offer dark, open-ended storylines filled with ravenous hunger, ancient curses, and the chilling legacy of undeath. The adventure hooks are perfect for weaving multi-session horror into your campaign.
- Fifty years ago, during a desperate winter, villagers resorted to cannibalism to survive. Their descendants became cursed and transform into Ghasts during the winter months. Someone important to the PCs has gone missing in this town, which has since become prosperous, despite its dark secret.
- A hidden ghoul cult thrives in a major city. The Death Cultist Initiate and his loyal Cultists worship a Ghoul Gravecaller and kidnap victims to curry favor.
- A Ghast approaches the PCs about teaming up to destroy the Necromancer Mage that enslaved it. The cunning creature wishes to devour its former master and ascend to a Ghast Gravelord
- A well-respected Knight carries a dark secret. In his last campaign, his company was besieged for months on end. Starving, they resorted to cannibalism and the survivors were all cursed as Ghasts. The knight begs the PCs to find an end to the curse that afflicts him and the veterans of his campaign.