Ghoul

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{{#if:Ghoul|Default Ghoul}}
Placeholderperson.png}}
Creature Statistics
Danger Rating }}
Type Lesser Undead}}
Size Average}}
Terrain Any}}

{{#if:Any|}} Ghouls have AR 4, receive double damage from Holy sources, and cast 1 minute paralysis poison on damage causing hit.

Transparent and violent, spectres of souls cursed are known to haunt the earthly realm. Prickling of hairs, shivers, lucid sight, and skin prison found associated with the shades. Oft found haunting the means of their ends, ghouls react maliciously to intruders. Their behaviours appear remnant of their past, as well as their skill in combat. Possibly fel-fueled, Ghouls are affected incredibly by the blessed, be it the blade or the bane.
~ Unknown

Basics

Resembling their thought-to-be cousins; the shrieking Banshees and vampiric Wights, Ghouls too bear resemblance to corporeal skeletal humanoids. They appear in packs, whether the group was associated together in their past lives is unknown. The pack of ghouls are incredibly dangerous, as they are horrifically violent. Their touch may be imbued with fel energies causing temporary paralysis, though further research is needed for confirmation. It also appears that their sheer violent will is the binding force and is not easily severed, causing conflicts with Ghouls to be dire.

Behaviour

It is unclear why these ghouls skulk the realm of the living, though their origins seem organic, if not peculiar, and not tied to Liches or Vampires. Though it could be possible that they are invoked by the use of dark magicks. They cannot or will not be reasoned with and all encounters have been reported to have spurred by the violent aggression on the Ghoul's accord.

Combat

Like other members of the undead, it is known that righteousness is incredibly effective against these lesser Undead shades, and arms blessed by the Gods or doused in holy water quickly dispatch these Undead. Ghouls attack in packs and should be treated with great caution and numbers, and oft times annihilate those that pose a threat with their paralysis abilities and robust resistance to physical damage. Conflict should be avoided if able.