The * Frilond * Campaign
Ghoul-Gnoll

The following updates a choice monster from a mammoth 3.0 necromantic adventure to 3.5. The following text is Open Game Content:

This vile thing seems to be an amalgam of the worst features of a hound, baboon, and a human, blending them into a leering, fanged visage of demonic appearance. It has long arms, corded with muscle, that terminate in hideous clawed hands and feet.

Ghoul-Gnoll CR 7

Always CE Medium undead (extraplanar)

Init +2; Senses darkvision 60 ft.; Listen +9, Spot +9

Aura stench (10-ft. radius, DC 19)

Languages Abyssal

AC 18, touch 12, flat-footed 16
(+2 Dex, +6 natural)

hp 61 (9 HD); fast healing 5; DR 10/cold iron and magic

Immune undead traits

Resist +2 turn resistance; SR 12

Fort +3, Ref +5, Will +8

Spd 30 ft. (6 squares)

Melee 2 claws +8 (1d6+3) and bite +5 (1d8+1)

Ranged spit +6 touch (paralysis)

Space 5 ft.; Reach 5 ft.

Base Atk +4; Grp +7

Atk Options improved grab, magic strike, paralyzing spittle (DC 17), rake (1d6+1)

Abilities Str 17, Dex 15, Con –, Int 13, Wis 14, Cha 16

SQ create spawn

Feats Ability Focus (stench), Multiattack, Weapon Focus (claw), Toughness

Skills Climb +10, Escape Artist +9, Hide +11, Jump +10, Listen +9, Move Silently +11, Search +8, Spot +9

Environment any land or underground

Organization solitary, gang (2–4), or pack (2–4 plus 6–11 ghouls)

Treasure standard

Advancement 10–14 HD (Medium), 15–18 HD (Large)

Create Spawn (Su) In most cases, ghoul-gnolls devour those they kill. Yet those that are not devoured rise as ghoul-gnolls in 1d4 days. Spawn are not under the command of the ghoul-gnoll that killed them. They retain none of the abilities they had in life.

Improved Grab (Ex) To use this ability, a ghoul-gnoll must hit a Medium or smaller opponent with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can make 2 rake attacks.

Paralyzing Spittle (Su) Range 20 ft., requires a range touch attack, paralysis for 3d6 minutes, DC 17 Fortitude save negates. Elves are not immune to the ghoul-gnoll's paralyzing spittle. The save DC is Charisma-based.

Rake (Ex) Attack bonus +7 melee, damage 1d6+1.

Stench (Ex) The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 19 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghoul-gnoll's stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

Ghoul-gnolls are undead creatures rumored to have originated on another plane of existence. These vile creatures often dwell in packs, including ghoul-trolls and/or once-human ghouls. These murderous monstrosities are akin to the ghoul-troll and are every bit as evil.

These creatures stand about 6 feet tall and have clawed hands and feet of animal nature despite their human-like fingers and toes. Their skulls are also humanoid in shape, albeit more akin to that of a gorilla. Such as skull is elongated, with massive, hyena-like jaws, glaring bestial eyes, and hyena-like ears.

Combat

Ghoul-gnolls attack their opponents with their claws and paralyzing spittle. Creatures slain by ghoul-gnolls are usually devoured. They fight unceasingly until either they or their opponents are dead.