Continuing this series with a ghoulish pair, along with their demonic patroness, all as originally detailed for the
Dangerous Journeys system in Gary's epic adventure module
Necropolis (GDW, 1992), with some additional notes in
The Slayer's Guide to Undead, and now adapted to AD&D by me:
DEMON, Ghul
FREQUENCY: Unique
NO. APPEARING: 1
ARMOR CLASS: -3
MOVE: 15”
HIT DICE: 18 (80 hp)
% IN LAIR: 45%
TREASURE TYPE: C, G,
S, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 7-12/7-12/5-12
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES: +1
or better
weapon
to hit
MAGIC RESISTANCE: 75%
INTELLIGENCE: Exceptional
ALIGNMENT: Chaotic
evil
SIZE: L (12’ tall)
PSIONIC ABILITY: 200
Attack/Defense
Modes: All/all
LEVEL/X.P. VALUE:
X/20,000*
The
demoness Ghul is a servant of Yeenoghu, occasional consort to the Ghoul King, and
is the mother of all ghulaz. She attacks with claws and sharp canine teeth. If
both claw attacks hit, she inflicts an additional 1-8 points of rending damage.
Against opponents who are prone or have been successfully grappled she also
attacks with her two hind claws for 5-12 points of damage each. Ghul is
normally accompanied by 2-8 ghulaz, and can summon an additional 2-12 ghulaz,
2-8 gholles, or 3-18 ghasts, who will arrive in one turn.
Ghul
exudes a foul stench of death and corruption similar to (but even worse than)
that of a ghast. Anyone who comes within 20’ of her must make a saving throw
vs. poison or suffer -2 from “to hit” rolls and saving throws for 13-28
(3d6+10) rounds. Additionally, her spittle has a 2” range, and a paralytic
effect on anyone it strikes (including elves) for a duration of 3-18 rounds.
Ghul is immune to the effects of electricity and poison, and only suffers half
damage from acid.
At
will, once per round, Ghul is able to use any of the following spell-like
abilities at 18th level of ability: create ghulaz (one slain creature within 3” range rises as a
ghulaz in 1 round), darkness
(10’ radius), detect good, detect
invisible, detect magic, dispel magic, fear (as wand), pyrotechnics,
read languages, read magic, suggestion, symbol (any), telekinesis (7,500 gp weight), teleport, wall of fire, and gate in, with 70% chance of success 2-8 Type I demons (75%) or 1-2 Type
V demons (25%).
Description: Ghul’s bestial face combines the worst features
of a hound, baboon, and woman, twisted in a leering, fanged visage. Her long
arms are corded with muscle and terminate in clawed hands; her feet are
similarly ugly and clawed.
GHOLLE
FREQUENCY: Very rare
NO. APPEARING: 1-6
ARMOR CLASS: 3
MOVE: 15”
HIT DICE: 8+8
% IN LAIR: 10%
TREASURE TYPE: D, Q
(x10), S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/1-8
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES: +1
or better
weapon
to hit
MAGIC RESISTANCE: 40%
INTELLIGENCE: Average
ALIGNMENT: Chaotic
evil
SIZE: L (10’ tall)
PSIONIC ABILITY: Nil
Attack/Defense
Modes: Nil/nil
LEVEL/X.P. VALUE:
VII/2,600 + 12/hp
These
vile things are obviously related to but even worse than ghulaz. They usually
dwell in packs, often including ghulaz, ghasts, and ghouls, from 7-12 in
number. Naturally, their favorite food is human corpses, but a fresh one will
do if they can’t wait for “aging.” Although cunning, they are fearless and
fight unceasingly until destroyed.
Gholles
attack with claws and bite. Against opponents who are prone or have been
successfully grappled, they also attack with their two hind claws, for 1-10
points of damage each. Gholles give off a hideous stench similar to that of
ghasts, so that anyone who comes within 10’ of one must make a saving throw vs.
poison or be completely disabled for 2-8 rounds, and even those who make their
saving throws are are -1 on “to hit” rolls and saving throws while within the
radius. The gaze of a gholle causes anyone (including elves) within 3” range
who fails a saving throw to be paralyzed for 2-8 rounds.
Gholles
are undead and thus immune to sleep,
charm, and hold spells, paralysis, poison, cold, and
electricity. They can be turned by clerics, treated as vampires. They
regenerate from damage (other than from fire or acid) at 1 point per round,
with severed limbs reattaching if held to the stump for one round. However,
they suffer 1 point of damage per round from exposure to direct sunlight, which
does not regenerate and instead heals naturally at a rate of 1 hit point per
day.
Description: Gholles have clawed hands and feet of animal
nature despite human-like fingers and toes. Their skull is also humanoid in
shape, albeit more akin to that of a gorilla. It is elongated, with massive,
hyena-like jaws, glaring, bestial eyes and ears too which are hyena-like.
GHULAZ
FREQUENCY: Very rare
NO. APPEARING: 1-8
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 6+6
% IN LAIR: 15%
TREASURE TYPE: D, T
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-6/1-6/1-6
SPECIAL ATTACKS: See
below
SPECIAL DEFENSES: +1
or better
weapon
to hit
MAGIC RESISTANCE: 30%
INTELLIGENCE: Average
ALIGNMENT: Chaotic
evil
SIZE: M
PSIONIC ABILITY: Nil
Attack/Defense
Modes: Nil/nil
LEVEL/X.P. VALUE:
VII/1,125 + 8/hp
Ghulaz
are undead creatures originating from the Lower Planes. They usually dwell in
packs, often including gholles, ghasts, and/or ghouls, from 5-10 in number.
They too are man-eaters, carrion lovers, and murderous monstrosities. They are
as fearless as gholles and likewise will fight unceasingly until destroyed.
Ghulaz
attack with their claws and bite. If both claws hit, they inflict an additional
1-4 points of rending damage. Against opponents who are prone or have been
successfully grappled, they also attack with their two hind claws, for 1-8
points of damage each. Ghulaz give off a hideous stench, so that anyone who
comes within 10’ of one must make a saving throw vs. poison or be completely
disabled with sickness and retching for 2-8 rounds. Ghulaz can spit up to 1”
range, and anyone (including elves) hit by the spittle must make a saving throw
or be paralyzed for 2-8 rounds.
Ghulaz
are immune to sleep, charm, and hold spells, paralysis, poison, cold, and electricity. They can be
turned by clerics, as mummies. They regenerate from damage (other than from
fire or acid) at 1 point per round, with severed limbs reattaching if held to
the stump for one round. However, they suffer 1 point of damage per round from
exposure to direct sunlight, which does not regenerate and heals naturally at a
rate of 1 hit point per day.
Description: Like their demonic mother Ghul, these vile
things seem to be an amalgam of the worst features of a hound, baboon, and
human, with long arms corded with muscle that terminate in hideous clawed hands
and feet.