Ghoul, Gilannie
| Statistic | Value |
|---|---|
| Climate/Terrain | Any Warm Climate |
| Frequency | Very Rare |
| Organization | Bands |
| Activity Cycle | Day |
| Diet | Heat and Light |
| Intelligence | Low |
| Treasure | M, (N, R) |
| Alignment | Neutral or Neutral Evil |
| No. of Appearing | 2-24 |
| Armor Class | 8 |
| Move | 12 |
| Hit Dice | 5-14 |
| THAC0 | 5-6 HD: 15; 7-8 HD: 13; 9-10 HD: 11; 11-12 HD: 9; 13-14 HD: 7 |
| No. of Attacks | 2 |
| Damage/Attack | See below |
| Special Attacks | See below |
| Special Defenses | Nil |
| Magic Resistance | Nil |
| Size | M (5' tall) |
| Morale | Average (10) |
| XP Value | 5 hit dice: 175; 6 hit dice: 270; 7 hit dice: 420; 8 hit dice: 650; 9 hit dice: 975; 10 hit dice: 1,400; 11 - 12 hit dice: 2,000; 13 - 14 hit dice: 3,000 |
Description
Gilannie ghouls are a race of humanoid form created by a mage long ago. They look like ghouls, but are not undead. They feed on heat and light. They require their own hit points per day in heat "damage" to remain in good health (treat sunlight as 10 hit points per hour if intense or 3 hit points per hour if heavily overcast). Gilannie ghouls will also root through rotting flesh and vegetable matter for heat (1-5 hit points per hour, depending on the "quality" of the compost pile). If denied other sources of food, they will being to decay (losing 1d6 hit points per day of starvation). Decaying gilannie ghouls poisons the air about it with diseases (treat as a cloud of radius 1" per day unfed).
Gilannie ghouls are strong and will grapple with a warm creature to gain its heat if starving (requires natural 19 or 20 to-hit roll plus bend-bars to disengage the grip). This 2-handed grappling attack does no damage of its own (but the exposure to disease might). Treat the disease as having symptoms of choice (ie, variable) and lethal if a save versus death magic is failed (recover or die in 1d6 days).