Hit
Dice: 3+3
Armor
Class: 15
Attacks: 2 claws (1d4), 1 bite (1d6)
Saving
Throw: 14
Special: Hypnotism, charnel odor, cannibalistic fury, see in darkness 120', see perfectly in low light, move silently (in jungle/forest only) 75%, hide in shadows (in jungle/forest only) 75%
Movement: 12
CL/XP: 6/400
The Jungles of Nephigo are dangerous, dark, and teeming with life. The flesh-ghouls were once men, a cannibal tribe who claimed heads as trophies of war and pillage. Over time, they became corrupt, ever more ravenous, even eating their own dead. They now live throughout the Jungles of Nephigo, scuttled away in caves, ruins, or remnants of their old villages, their only culture one of cannibalistic desire and the hunger for the flesh of humans.
The first thing player characters will notice about the Nephiggian flesh-ghoul is its odor, which is repulsive and smells of the recently deceased. This odor surrounds the flesh-ghoul in a 60 ft. radius and upon breaching this radius, a character must make a saving throw or be nauseated for 1d3 rounds. If a PC is nauseated by the charnel odor of the flesh-ghoul, he cannot be affected by it for the next 24 hours.
Flesh-ghouls most often begin an attack by attempting to hypnotize their victims, who must be within 30 feet for the ghoul to make an attempt. They must concentrate for the entire round on the victim to achieve this affect, and their concentration can be broken by taking damage or being disrupted otherwise. At the end of the round, the victims the ghoul targeted with its ability (a single ghoul can target up to 3 individuals) make a saving throw. If it is failed, they become fascinated for 1d6 rounds. The victims of the ghoul's hypnotism need not be paying active attention to the ghoul. This is considered to be a mind-affecting attack.
Nephiggian flesh-ghouls can also enter a cannibalistic fury once per combat that grants them a +2 to damage for 1d6 rounds. At the end of their blood-frenzy, they are tired and suffer a -1 to attack.
The Jungles of Nephigo are dangerous, dark, and teeming with life. The flesh-ghouls were once men, a cannibal tribe who claimed heads as trophies of war and pillage. Over time, they became corrupt, ever more ravenous, even eating their own dead. They now live throughout the Jungles of Nephigo, scuttled away in caves, ruins, or remnants of their old villages, their only culture one of cannibalistic desire and the hunger for the flesh of humans.
The first thing player characters will notice about the Nephiggian flesh-ghoul is its odor, which is repulsive and smells of the recently deceased. This odor surrounds the flesh-ghoul in a 60 ft. radius and upon breaching this radius, a character must make a saving throw or be nauseated for 1d3 rounds. If a PC is nauseated by the charnel odor of the flesh-ghoul, he cannot be affected by it for the next 24 hours.
Flesh-ghouls most often begin an attack by attempting to hypnotize their victims, who must be within 30 feet for the ghoul to make an attempt. They must concentrate for the entire round on the victim to achieve this affect, and their concentration can be broken by taking damage or being disrupted otherwise. At the end of the round, the victims the ghoul targeted with its ability (a single ghoul can target up to 3 individuals) make a saving throw. If it is failed, they become fascinated for 1d6 rounds. The victims of the ghoul's hypnotism need not be paying active attention to the ghoul. This is considered to be a mind-affecting attack.
Nephiggian flesh-ghouls can also enter a cannibalistic fury once per combat that grants them a +2 to damage for 1d6 rounds. At the end of their blood-frenzy, they are tired and suffer a -1 to attack.
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