Pack Of Ghouls (10) In-Play View

Circle: 6

Rarity: Uncommon

Found in:

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Masques:

Created at: 2026-02-21 17:32 by chris_allison; Updated at: 2026-02-21 17:37

A pack of ghouls led by a powerful and intelligent ghoul. Loot: d8 x 25 silver.


Attributes

    Dexterity: 6: 1d10
    Strength: 7: 1d12
    Constitution: 7: 1d12
    Perception: 6: 1d10
    Willpower: 6: 1d10
    Charisma: 5: 1d8
    Initiative: 9: 1d8+1d6
    Physical Defense: 10
    Mystic Defense: 9
    Social Defense: 9
    Physical Armor: 6
    Mystic Armor: 5
    Unconscious Rating: 8
    Death Rating: 8
    Wound Rating: 13
    Knockdown: 9
    Recovery Rolls: 2
    Karma: 0
    Movement: 10
    Actions: 2

Attacks


  • 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


  • Mob Mentality (Free): Mob Mentality: The herd cannot be Harried or Blindsided from positioning. Abilities still cause these as usual.
  • 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.
  • Awareness (Free): 9: 1d8+1d6
  • Stealthy Stride (Free): 9: 1d8+1d6
  • 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.


  • Talents


  • None

  • Special Maneuvers


  • 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