Ghul Honor Guard: Difference between revisions

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(Created page with "__NOAUTOLINKS__ When a skillful necromancer raises the dead to service, some may take on special roles. Powerful ghuls may become honor guards, serving as undead shields in the line of fire. {| class="creature" |+ ! colspan="6" |Ghul Honor Guard |- | colspan="6" |''Monster Level: 8'' |- | colspan="6" |''Medium. Undead Humanoid Shapechanger'' |- !'''STR''' !DEX !END !AWR !INT !CHA |- !3 !1 !4 !2 !1 !2 |- | !Ref: 11 !Fort: 14 !Ant: 12 !Log: 11 !Will: 12 |- | colspan="6" |...")
 
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''Source: Harker's Guide to Vampire Hunting''


When a skillful necromancer raises the dead to service, some may take on special roles. Powerful ghuls may become honor guards, serving as undead shields in the line of fire.
When a skillful necromancer raises the dead to service, some may take on special roles. Powerful ghuls may become honor guards, serving as undead shields in the line of fire.

Revision as of 22:59, 9 February 2025


Source: Harker's Guide to Vampire Hunting

When a skillful necromancer raises the dead to service, some may take on special roles. Powerful ghuls may become honor guards, serving as undead shields in the line of fire.

Ghul Honor Guard
Monster Level: 8
Medium. Undead Humanoid Shapechanger
STR DEX END AWR INT CHA
3 1 4 2 1 2
Ref: 11 Fort: 14 Ant: 12 Log: 11 Will: 12
Armor Rating 14 (rusted plate) Vulnerable Divine 2
Hit Points 80 Senses Darkvision 60 ft
Speed 30 ft
Skills (STR) Applied Force +4, Athletics +4, Sprinting +4; (AWR) Perceiving +2, Tracking +2
Features
Bloodscent. The Ghul gains +4 to Perceiving and Tracking checks made to spot or follow Bloodied creatures.

Devour. If the Ghul spends 10 minutes devouring a humanoid corpse that was killed within the last hour, it assumes the appearance of that humanoid. Additionally, the Ghul gains any surface thoughts and basic knowledge that the humanoid possessed. This feature lasts for one week, after which the form begins to rot and deteriorate. After 10 days, the Ghul reverts to its original form.

Creature of the Night. The Ghul takes 3d10 radiant damage whenever it starts its turn in direct sunlight.

Mount. While the Ghul is a Dire Hyena, it has 2 MCAP which its mounted creature may use to cause the Dire Hyena to move or bite.

Kite Shield. The Ghul has a kite shield it may equip to gain +2 to AR, and +1 to REF, FORT, and ANT.

Actions
On each of the Ghul’s turns, it may take one of the following sets of actions.
  • Take two Tier 1 actions.
  • Take one Tier 2 action.
Tier 1 Actions
Move. The Ghul can move up to its speed.

Claw. Reach 5 ft Natural Weapon. +3 vs AR. Hit: 8 (1d10+3) sharp, and make a secondary attack: +4 vs FORT. Hit: The target becomes Sickened until the end of its next turn.

Tier 2 Actions
Change Form. The Ghul transforms into a Dire Hyena, losing all of its Ghul features except for the Change Form action and gaining all of the Dire Hyena’s stats except for its HP. It retains its current HP. It can use the Change Form feature as a Dire Hyena to revert back into its Ghul form.
Reactions
Preempt (1/Round). When a creature moves into reach of the Ghul’s claws, it can make a Claw attack against that creature.

Absorb Damage (1/Turn). When one of the Ghul’s allies within 5 ft of the Ghul takes damage from an attack that only targeted that creature, then the Ghul may take all of that damage instead.