Cat, Ghoul

undead · CR 5 · from Tome of the Damned · by Brennan Brooks
Cat, Ghoul
StatisticValue
Climate / TerrainAny Land
FrequencyVery Rare
OrganizationSolitary
Activity CycleAny
DietHuman / Demi-Human Flesh
IntelligenceLow (5-7)
TreasureNone
AlignmentChaotic Evil
No. Appearing1
Armour Class1
Movement Rate18
Hit Dice8
THAC012
No. of Attacks3 - Claw / Claw / Bite
Damage / AttackClaw - 1d8+2 / Claw - 1d8+2 / Bite - 1d12+Paralyzation
Special AttacksDecomposition Mist - once a day
Special DefensesSee Below
Magic ResistanceNil
SizeMedium
XP Value3,600

Description

Appearance

These cats are an undead version of the Damned Cat, but with different abilities and a completely different look. Rotting green flesh surrounds the skeletal remains of a giant cat, standing 4 to 5 feet tall at the shoulder. Burning red eyes stand out against the white bone, and burn terror into any who gaze upon them. Wherever these creatures touch, the immediate area around them dies and decomposes into a blackened ash.

They distinctily smell of rotting corpses, and their intelligence allows them to follow orders for those who have rasied them from their grave.

Combat

Ghoul Cats are usually found in the presence of Ghouls, but there can never be two Ghoul Cats within 1 mile of each other. They attack first by blasting their enemies with a Decompostion Mist that reaches out in a cone shaped blast starting at the creature's mouth, and then traveling 30 feet long, 20 feet wide, and 5 feet high. All those who are caught in this desolating mist suffer these consequences, unless a save versus Breath Weapon is succesfully made. This blast has no effect on walls, or dead objects. Only living, breathing things (people, trees, etc.)

  1. On the first round after being hit, the victim's skin starts to itch uncontrolably, causing no damage, but a -4 to attack.
  2. On the second round after being hit, the victim's skin break's open into sores, oozing pus for 1d4 damage, and the -4 to attack.
  3. On the third round (and every other before getting cured) after being hit, the victim's skin will activly decompose and fall from the body in chunks, causing 4d4 damage, plus the victim will not be able to attack that round.

To counteract the effects of the mist, a Cure Disease spell or two Dispel Magic spells must be cast - OR - the victim's sores must be bathed in one vial of holy water for every 5 hitpoints of damage taken. These treatments only halt the continuing of the decomposition. However, a Cure Wounds spell, potion, etc. or rest will restore the skin.

If their enemies are not dead, the cat will leap in and use it's paralyzing byte to disable the remaining victim's. This paralyzing bite does an initial 1d12 damage, plus 1d10+4 rounds of paralyzed activity (which is none, since the victim is paralyzed). The only way to negate this paralyzing bite is to roll a saving throw versus Paralyzation with a negative 2 hinderance. They would then continue to rip their opponents apart with their claws, causing 1d8+2 damage every time they hit. Any person who is destroyed by a Ghoul Cat becomes a Ghoul in 1d20 turns unless blessed by holy water and lain below the ground (buried).

Ghoul Cats are immune to the cold, illusions, hold spells, and sleep and charm spells. The immediatly seek out the creatures who use magic against them, seeing as they pose the greatest threat towards their exsistence.

Habitat / Society

Ghoul Cats are found in the presence of Ghouls, and are found eating corpses along side their companions.

Ecology

Ghoul Cats delight in tearing apart living creatures, especially Humans and Demi-Humans, for they taste the best. These beasts were probably once Damned Cats, but have now been risen to do an evil wizard's or priests bidding.

All 820 monsters in the Netbook Bestiary