Ghoul, Gilannie

monstrosity · CR 5 · from Net Monstrous Compendium · by Allan J. Mikkola
Ghoul, Gilannie
StatisticValue
Climate/TerrainAny Warm Climate
FrequencyVery Rare
OrganizationBands
Activity CycleDay
DietHeat and Light
IntelligenceLow
TreasureM, (N, R)
AlignmentNeutral or Neutral Evil
No. of Appearing2-24
Armor Class8
Move12
Hit Dice5-14
THAC05-6 HD: 15; 7-8 HD: 13; 9-10 HD: 11; 11-12 HD: 9; 13-14 HD: 7
No. of Attacks2
Damage/AttackSee below
Special AttacksSee below
Special DefensesNil
Magic ResistanceNil
SizeM (5' tall)
MoraleAverage (10)
XP Value5 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).

All 820 monsters in the Netbook Bestiary