Archives of Nethys

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Template Grafts | Universal Monster Rules


Source Starfinder #3: Splintered Worlds pg. 54

Ghoul CR 1

XP 400
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +10


HP 18
EAC 14; KAC 14
Fort +3; Ref +3; Will +3
Immunities undead immunities


Speed 30 ft.
Melee bite +5 (1d6+3 P plus ghoul fever and paralysis) or claw +5 (1d6+3 S plus paralysis)
Ranged azimuth laser pistol +8 (1d4+1 F; critical burn 1d4)


STR +2; DEX +4; CON —; INT +1; WIS +0; CHA +1
Skills Acrobatics +5, Athletics +5, Stealth +10
Languages Common, Eoxian
Other Abilities unliving
Gear azimuth laser pistol with 1 battery (20 charges)


Environment any
Organization solitary, gang (2-6), or pack (7-12)

Special Abilities

Paralysis (Ex) When a ghoul deals damage to a creature with its bite or claw attack, the target must succeed at a DC 12 Fortitude saving throw or gain the paralyzed condition for 1d4+1 rounds. As a full action, the target can attempt a new saving throw to end the condition. Elves are immune to this ability.


In ages past, ghouls shunned society and haunted cemeteries and city sewers. However, ghouls in the Pact Worlds are often more likely to live in cities, especially settlements inhabited primarily by undead. Ghouls are resourceful and hardy, and make good workers across a variety of industries. Ghouls are especially populous on the undead planet of Eox.

Ghouls spread—sometimes purposefully—a virulent disease known as ghoul fever through their saliva. A creature that dies of ghoul fever often rises as a ghoul within 24 hours; if not checked immediately, ghoul fever can quickly lead to an undead population explosion.

Certain powerful ghouls known as ghasts can affect even elves with their paralysis and exude a powerful stench; these undead usually hold important positions in ghoul society. Ghouls that lurk underwater and in coastal areas are called lacedons.

Extra Content

The following extra content was found for this creature:
- Ghoul Graft Template