II Mythos Races
While humanoid settlements generally have
difficulty establishing peaceful relations with ghouls,
the same is not the case for individuals. Often, an
artist, necromancer, or eccentric who learns of the
presence of ghouls in a local graveyard will seek to
establish peaceful contact with the ghouls. For their
part, ghouls value such contacts, for they
give the clan insight into the workings
offer. If the ghoul’s adventuring allies can help keep it
from being run out of town, then all the better!
Ghoul Traits
Ghouls are an excellent choice for a player who wishes
to play a monstrous race that can fill a more scholastic
role, but care should be taken to ensure that the GM
and the rest of the players are comfortable with
having a party member who may well
of the society they feed upon, and
be wallowing in unpleasant or taboo
such a contact can help cover up
subjects (eating dead humanoids can
their presence or warn them when
easily upset one’s allies). Ghouls
their feeding becomes noticeable.
are monstrous humanoids and
In return, ghoul clans can offer value
as such have darkvision 60
to their allies by revealing secrets lost
feet and must breathe, eat,
to the ages, supplying aid in dealing
and sleep.
with undead, or serving as guides
+2
into underground regions.
Ghouls
to help a humanoid transform.
corpses) and augment their
abilities, and some feel ashamed at inflicting
own significant capacity for
what they feel is a disadvantage. In addition, any
Adventurers
Ghouls become adventurers for as wide a range of
reasons as anyone, but one driving force in particular
remarkable
dwell among and feed on
of “gifting” a humanoid with their
least for a long, long time.
have
fortitude (as creatures who
Most ghouls rankle at the idea
ex-humanoid is less likely to grace a banquet table—at
+2
Intelligence, –2 Charisma.
Rarely will a ghoul agree
humanoid ally is a potential meal, and once a ghoul, an
Constitution,
intellect with the ability to absorb
fragments of memory and thought from those they
feed upon. Regardless of their erudition and wit, their
grisly manners, foul appearance, odor, and unsettling
habits make them unpleasant to be around.
Medium: Ghouls are Medium and have a speed of
30 feet.
is the constant urge to seek out new meals. A ghoul
Death Scent (Ex): Ghouls have an incredible sense
adventurer might wish to sample the dead in a wide
of smell, particularly for carrion. A ghoul has the scent
range of graveyards, or might seek to uncover a hidden
ability to 30 feet, but when scenting undead (or bodies
text or lost relic it discovered after feeding on a dead
suffering from decay or, at the GM’s discretion, the
scholar. Since adventurers often have a much higher
stink of death) possess scent to a range of 60 feet.
tolerance for strangeness, a ghoul that finds itself
Expert Scrounger (Ex): Ghouls have a talent for
accepted into an adventuring party easily recognizes a
using old, broken equipment. In a ghoul’s hands, an
good thing and values the protection such a group can
object with the broken condition is treated as if it did
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