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Ghoul (BB)Creature 1

Source Pathfinder Beginner Box
Perception +7 (darkvision)
Languages none
Skills Acrobatics +7, Athletics +4, Stealth +7, Survival +5
Str +1, Dex +4, Con +1, Int +1, Wis +2, Cha +2

AC 16; Fort +4; Reflex +9; Will +5;
HP 20
Speed 30 feet (burrow 5 feet)
Immunities poison, unconscious

Jaws One Action +9 (+4, -1) to hit (finesse) 1d6+1 Piercing
Claw One Action +9 (+5, +1) to hit (agile, finesse) 1d4+1 Slashing


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Consume Flesh One Action (manipulate)

The ghoul devours a chunk of a creature that died within the last hour and regains 1d6 Hit Points.

The ghoul can regain Hit Points from a given body only once.

Paralysis (necromancy, occult)

Any living creature (except an elf) that takes damage from the ghoul's Strike must succeed at a DC 15 fortitude save or gain the Flat-Footed condition for 1 round and lose its next turn.

If the creature is level 3 or higher, this happens only on a critical failure.

Swift Leap One Action (move)

The ghoul jumps up to half its Speed. This movement doesn't trigger reactions.

The flesh-eating undead known as ghouls haunt sinister locations such as lonely graveyards and ruined crypts, making meals of corpses. Legends say that even those who survive a ghoul attack risk contracting a fever that eventually transforms them into ghouls.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.