almost done with Ghouls will update the other two critters shortly
http://www.erbzine.com/mag17/1787.htmlGhoul Medium Aberration
Hit Dice: 1d8+1 (5 hp)
Initiative: +1
Speed: 35 ft. (7 squares), burrow 5 ft.
Armor Class: 12 (+1 Dex, +1 Natural), touch 11, flat-footed 11
Base Attack/Grapple: +0/+3
Attack: Claw +3 melee (1d6+3)
Full Attack: 2 Claws +3 melee (1d6+3) and 1 Bite -2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful Presence, Improved Grab, Worry, Carrier
Special Qualities: Dark Vision 60', Reverse Evolution, Light Sensitivity, Scent, Corpse Eater, Half damage vs Physical Ranged Attacks
Saves: Fort +3, Ref +1, Will +4
Abilities: Str 16, Dex 13, Con 13, Int 10, Wis 14, Cha 6
Skills: Climb +5, Hide +5, Jump +9, Listen +4, Move Silently +5, Search +4, Spot +2, Survival +6
Feats: Great Fortitude
Environment: Underground
Organization: Solitary, Group (2-6), or City (potentially millions)
Challenge Rating: 1
Treasure: None
Alignment: Always Neutral, with tendencies towards Evil
Advancement: By character class (usually Scout)
Level Adjustment:Frightful Presence (Ex): There are three ways to do this. In a traditional DnD campaign, when the Ghoul attacks an opponent whose Hit Dice is equal to or less than his own, that opponent must make a DC 10 Willpower Save (Save DC is Charisma Based with a +2 Racial Modifier) or be Shaken for the duration of the encounter. In a more horror oriented campaign he would make the same Save or be Frightened for 1d3 rounds. In a traditional cosmic horror campaign you would use some sort of Sanity rules (which I will have forthcoming).
Improved Grab (Ex): If the Ghoul successfully attacks with it's bite attack it can immediately make a Grapple Check as a Free Action without provoking an Attack of Opportunity. If successful it can Worry.
Worry (Ex): The Ghoul does 1d6 plus one and a half times Strength Modifier damage with a successful Grapple Check.
Carrier (Ex): Ghouls may be immune to parasites and disease, but humans who come into contact with them after they've been wallowing in liquefied corpses should be wary of infection. Anyone damaged by a ghouls claws or bite must make a Fortitude Save (DC is 10 plus half hit dice plus Constitution modifier) or acquire a random disease (see d20 Modern SRD or DMG for examples).
Reverse Evolution (Ex): Humans seem susceptible to the ghoulish lifestyle. Whether this is because human beings have interbred with them, or ghouls are a human mutation is unknown. Ghouls have been rumored to leave their young with humans, only to have them spontaneously metamorphosis later in life and join the ghouls. Or perhaps they carry a disease that is responsible for their condition. In either case, humans sharing food and living space with ghouls must make a Fortitude Check (DC 10 on the first day with an additional +1 for each successive day or start becoming a Ghoul. Once the transformation begins there is no known way of reversing it, and it takes full effect within 1d4 days.
Light Sensitivity (Ex): Ghouls are Dazzled while in bright sunlight or within the confines of a Daylight spell. Infant ghouls are said to die from exposure to it, and older ghouls lose 1d6 hit points per full day of sun exposure. These hit points can only be healed by magic, or by the Ghoul being removed from sunlight for a day.
Corpse Eater (Ex): Ghouls can consume just about any form of carrion, and are often awash in it and mold. Because of this they are immune to most non-magical diseases, parasites, and fungal infections, or at least if they aren't immune they don't suffer ill effects. They can also consume just about anything organic without real harm.
Skills: Ghouls have a +2 Racial Bonus to the following skills: Climb, Hide, Listen, Move Silently, and Survival. They gain a +4 to Jump and Search Checks.
Combat: Ghouls are ambush predators if they aren't strictly eating the dead. They prefer to attack at night or underground in circumstances that favor them instead of their opponents, and they try as best they can to outnumber them as well. Most ghouls immediately close for melee as they have little or nothing in the way of weaponry, and their superior physical strength is an asset for grappling.
GHOUL "You fool, Warren is DEAD!" Ghouls are unpleasant, rubbery skinned humanoids covered in mold and dirt from their underground habitats.They have long claws for burrowing on their hands, though on their hind limbs have lengthened and thickened out into what resemble hooves. Their faces have short snouts with flattened noses and remind many of dogs, or perhaps baboons. They require their food to be raw and well aged so to speak (though some pursue cannibalism with vigor). This has caused many of their communities to hate and war with humanity when they begin burying their dead in a manner to prevent the ghouls from reaching them. They appear to have their own meeping language, and are highly individualistic much in the manner of humans. No two colonies of ghouls are entirely alike. Some consider humans brothers, some consider them hated enemies or food, some are witch cults or apatheists, and their level of technology while poor does have much variation. Some are even accused of switching children with humans. There are also minor physical variations as some are barely upright, and some can mingle among humans in very heavy clothing (though these may be human coverts). One thing that doesn't change is their hatred of the Ghasts and Gugs, whom they will eagerly cooperate with others to destroy (at least temporarily).
GHOUL RACIAL TRAITS STARTING AGE Adulthood: 14
Barbarian, Rogue, Sorcerer: +1d4
Bard, Fighter, Paladin, Ranger: +1d6
Cleric, Druid, Monk, Wizard: +2d6
AGING EFFECTS Middle Age: 175
Old: 263
Venerable: 350
Maximum Age: +4d% years
It's unknown if Ghouls actually die from old age. They mature as quickly as humans (perhaps a little more so), but once they attain adulthood they age much, much slower. The only real effect age has upon them seems to be a greenish cast to the skin, and maybe some slight loss of muscle mass (Ghouls do not take age related penalties to Physical Stats until venerable when they get -2 Str.
HEIGHT AND WEIGHT Base Height: Male: 5' Female: 4' 7"
Height Modifier: +2d12
Base Weight: Male: 200 lbs. Female: 165 lbs.
Weight Modifier: x (2d6) lbs.
GHOUL CHARACTERS If you need a PC for an underground or Dreamlands campaign, Ghouls are well made for it, and are commonly found in both places. For a stealthy race that likes to ambush humans they are also quite physically powerful, so they do well as some combo of a melee and rogue.
Adventuring Race: Ghouls are 'rugged individualists' in the truest sense of the word (at least most of them). Most of them go on adventures to kill people who have stolen from them or discovered their race, though religious ghouls are often sent on Cult missions. Some adventure because they have been exiled or are the last survivor of their pack.
Character Development: Ghouls are well made for making Rogues, Rangers, Scouts, and Barbarians. Their excellent physical stats make them decent gishes too as long as their spellcasting is wisdom based.
Character Names: Ghouls tend to have human names (meaning they used to be human or were raised by them), or ones unpronounceable to humans.
ROLEPLAYING A GHOUL You eat dead things. That's a pretty hard cultural prejudice for other races to overcome, since a lot of those dead things tend to be their relatives. Your lack of hygiene due to your immunity to disease and parasites also puts them off because you tend to be a carrier. Also most other races live in direct sunlight which is invariably fatal to you. This doesn't mean cohabitation is impossible, but most Ghoul adventurers travel with other Ghouls or truly unique individuals.
Personality: Ghouls tend to be direct and to the point, or maddeningly vague. Either they're cannibalistic primitives who view all outsiders as evil, Cultist fanatics who need to murder outsiders to survive, or mystics who take advantage of their long lives to learn obscure knowledge and are so odd as to try the patience of Job.
Behaviors: Ghouls are primarily concerned with food, shelter, and making sure no one learns of their existence. All else is secondary. So if you come upon one, you'd better speak a language he understands, and you'd better convince him you aren't a threat quick. Otherwise he'll gut you and anyone else who comes looking for you.
Language: The Ghoul language has no alphabet (at least among modern day ghouls) and consists mostly of gibbering and meeping. Humans who have not become a ghoul might learn to understand it over time but would have great difficulty speaking it.
GHOUL SOCIETY Most Ghouls have no civilization at all, and are barely above the level of apes. They use tools but their underground life doesn't permit the development of human technology. Small pockets of Ghouls end up in cults Devoted to the Old Ones (or occasionally an Outer God), and their local culture tends to be shaped by that. Some have created cities with human slaves as cattle and sacrifices and iron age technology. But usually those cities are short lived as other nearby powers annihilate them once hey are found. More modern witch cults still remain underground and act as enforcers for their possibly human management.
Alignment : Ghouls tend towards Chaos (they dislike lots of rules and are very carefree) and Neutrality (leave us alone and we won't bother you). Religious Ghouls invariably tend towards Evil.
Lands : Ghouls live in underground caverns beneath large cities where they can get the necessary amount of corpses to feed themselves without resorting to cannibalism too much.
Settlements : In past times some Ghouls lived openly in cities ruled by cults of the Old Ones, but they were rare. Many seem able to find their way to the Dreamlands, and prefer to go there, or to towns where people are not picky about how they bury their dead.
Beliefs : Ghouls seem oblivious to religion, but scattered populations that live near Old Ones such as Nyogtha or Mordiggian often end up worshiping them or get drawn into witch cults.
Relations: Ghouls vary in their relations to races. If the ghouls are allowed to feast on the dead without problem, they may even see the races living above as friends or benefactors. Races entombing their dead or cremating them may be seen as enemies because they are depriving the ghouls of food sources. Most seem to hate humans, and may have subjugated them in small parts of the world in the distant past, but Dreamlands ghouls can be much more friendly. Certain humans are also inexplicably drawn to Ghouls and seem to be accepted by them. The Ghouls invariably hate the Men of Leng, Gugs, and Ghasts.
GHOUL ADVENTURES