Monster Type: Undead
Armor Class: 6
Hit Dice 2* (M)
Move: 90′ (30′) / 9″
Attacks: 2 claws / 1 bite
Damage: 1d3 + paralysis
# Appearing: 1d6 (2d8)
Save As: F2
Morale: 9
Intelligence: 3
Alignment: Chaotic Evil
XP Value: 25

Ghouls are undead creatures, so they are immune to sleep and charm spells but can be turned by clerics. They are hideous, beast-like creatures who will attack and eat any living thing. They have long dirty claws and a fanged mouth drooling with a foul icor. They have no real memories of their former lives; they do not talk, and have little more than animal intelligence but are still cunning in their pursuit of food. Any hit from a ghoul will paralyze any creature of ogre-size or smaller unless the victim makes a saving throw vs. paralysis. Elves are immune to this paralysis. Once an opponent is paralyzed, the ghoul will turn and attack another opponent, continuing until either the ghoul or all the opponents are paralyzed or dead. This paralysis lasts 2d4 turns unless magically cured. Any warding against evil, spell, magic item or otherwise will keep these creatures at bay.
Ghouls do not like the sun but are not damaged by it. They tend to live in graveyards, clustering in empty tombs when not hunting. Ghouls are also scavengers, feeding on carrion when living prey is scarce.
Terrain: Cavern, Ruins.

Treasure

In their lair, which is assumed to be a tomb of their former living selves, the treasure table is:

50% chance of 1d8 * 1000 copper pieces
25% chance of 1d6 * 1000 silver pieces
25% chance of 1d4 * 1000 electrum pieces
35% chance of 1d3 * 1000 gold pieces
25% chance of 1d6 gems
25% chance of 1d6 pieces of jewelry
10% of a magical item, sword, weapon or armor.

Once you have rolled the treasure, feel free to replace actual coinage with funereal items of an equivalent value: urns, incense censers, statuettes, old bowling trophies and the like.

Ghouls are not interested in treasure, only flesh. Any valuables being carried by a ghoul are only there because they were on the ghoul’s mortal form and haven’t decayed or fallen off yet.

Harvesting

The claws and teeth of a ghoul are known for their paralyzing properties. They are valued at 10 gp each and are used by alchemists for paralyzing agents and potions. 1 coin weight each. Please store carefully.
The truth is the actual paralyzing agent is the ghoul’s saliva (which is why the teeth and claws still work as components), a savvy adventurer can collect the saliva and once and entire ounce as been collected, it can be used as a paralysis poison or sold as a more potent component for alchemists. 50gp / fluid ounce Each ghoul produces 1d6 quarter ounces of saliva per ‘corpse’.
A ghoul doesn’t rot or decompose, the hide of a ghoul can be a useful component in the creation of magic items that have a preserving quality or a chilling effect. Alchemists will pay 40 gp for an entire ghoul hide that weighs about 12 pounds. Save vs. poison to keep from puking while skinning.