Ghoul
A ghoul keeps the intelligence it had in life and loses whatever restrained it. Ghouls born on stations learn the maintenance ducts first and hunt the corridors the ducts open onto.
- Physiology
- Undead, Humanoid
- Size
- Medium
- Speed
- 30 ft., climb 20 ft.
- Armor class
- 14
- Hit points
- 52 (8d8 + 16)
- Proficiency
- +2
- STR 14 +2 save +2
- DEX 17 +3 save +3
- CON 15 +2 save +2
- INT 8 -1 save -1
- WIS 11 +0 save +0
- CHA 7 -2 save -2
- Skills
- Stealth +5
- Passive Perception
- 10
- Senses
- darkvision 60 ft.
- Languages
- Common
- Damage immunities
- poison
- Found in
- Station Interior
Traits
-
Ambush Feeder
The ghoul has advantage on attack rolls against a creature that has not yet taken a turn in the combat.
Actions
-
Claws
+5 to hit · reach 5 ft.
1d8 + 3 slashing damage
The ghoul makes two Claws attacks.
-
Paralyzing Bite
DC 12 Constitution save
One creature the ghoul has hit this turn is Paralyzed for one minute on a failed save, repeating the save at the end of each of its turns.
-
Close on the Fallen Reaction
When a creature within 10 feet is reduced to 0 hit points or drops below half its hit points, the ghoul moves up to its speed toward that creature without provoking opportunity attacks.