Pack Of Ghouls (10) (6) Return to View

Rarity: Uncommon

Found in:

Created at: 2026-02-21 17:32 Updated at: 2026-02-21 17:37
Attributes
DEX 6 1d10
STR 7 1d12
CON 7 1d12
PER 6 1d10
WIL 6 1d10
CHA 5 1d8

Movement 10
Actions 2

Initiative 9 1d8+1d6
PD 10
MD 9
SD 9
PA 6
MA 5


Uncon 8 8
Death 8 8
Wound 13
KD 9 1d8+1d6
Recovery 2
Karma 0

Counter



Damage: Wounds: Action Step Penalty/Bonus:
0 0 0

Attacks


Name Action Action Step Effect Effect Step
Claws 20 1d20+1d8+1d6 21 1d20+1d10+1d6
Damaging Poison Step 10: 2d8 if claws do damage. Onset: instant, Interval: 6/1 round, Duration: until healed. Poison stops if Ghoul is slain


Powers, Abilities and Spells


Name Action Type
Mob Mentality Free
Mob Mentality: The herd cannot be Harried or Blindsided from positioning. Abilities still cause these as usual.

Name Action Type
Strength in Numbers Free
The herd gains +2 to Attack and Damage tests against Harried targets, and +4 to Attack and Damage tests against Overwhelmed targets. This bonus applies to Teeming Violence.

Name Action Type Action Step Action Dice
Awareness Free 9 1d8+1d6

Name Action Type Action Step Action Dice
Stealthy Stride Free 9 1d8+1d6

Name Action Type
Teeming Violence Free
Grappled opponents take Damage Step equal to the number of adjacent members in the herd. Armor does not protect against this damage.


Special Maneuvers


Name Source Description
Vulnerable to Sunlight Ghoul When exposed to direct sunlight, all attacks against the ghoul ignore any protection provided by armour.
Enrage Opponent
Provoke Opponent, Close Combat
Opening Ghoul Leader May spend additional successes from attack test against opponents affected by poison to give other ghouls +1 to attack until the end of next round
Teeming Attack Close Combat, Mob The herd may spend three additional successes on an Attack test to automatically grapple the target. This special maneuver costs two additional successes if the target is Harried and one additional success if the target is Overwhelmed.
Finish them Off! Opponent If the attacker did not inflict a Wound on the Damage or Effect test, each success gives a +2 bonus to the next Damage or Effect test that inflicts damage against the herd This special maneuver is applied retroactively. Only additional successes spent to increase damage can be used for this special maneuver.
Sweeping Attack Opponent, Close Combat The attacker may spend two additional successes on an Attack test to treat the attack as an area of effect attack; they must be adjacent to at least two herd members to use this special maneuver. This special maneuver only costs one additional success if the attacker is using a two-handed weapon.

Please note that this work is a fan project based on Earthdawn which is copyrighted by FASA games.

The Earthdawn Creatures project is available on GitHub under an MIT licence here: Earthdawn Creatures

Developed by ToferC 2023