Homebrew Ghoul Species Details

Ghouls are supernatural beings that lurk beneath society’s surface, appearing human but hiding monstrous secrets. Their bodies are remarkably resilient, capable of rapid regeneration, enhanced speed, and overwhelming strength. What sets them apart is their predatory organ—the kagune—which manifests in various lethal forms, from hardened armor to tentacle-like appendages. Bound by their biological need to consume human flesh, they walk a fine line between survival and exposure, hunted by those who seek to eradicate them. Their glowing red eyes, triggered by hunger or combat, serve as a chilling reminder of the horrors that lurk just beyond the veil of civilization.

Ghoul Traits

Ghouls are enigmatic humanoids with enhanced strength and regenerative abilities, sustained only by human flesh, and wielding their predatory organ—the kagune—in various deadly forms while navigating the perilous balance between survival and secrecy.

Superior Physique

Ghouls possess enhanced strength, speed, and agility, surpassing human limitations.

Predatory Instincts

Ghouls have heightened senses, allowing them to detect blood and track prey with uncanny precision.

Kagune Manifestation

Each ghoul wields a unique predatory organ that extends from their body, forming lethal appendages for combat.

Crimson Eyes

When feeding or fighting, their eyes glow red, revealing their true nature.

Limited Diet

Ghouls can only consume human flesh, as regular food tastes repulsive and causes illness. 

Feeding Mechanics

  • Hunger Roll: The ghoul makes a Constitution check to determine how long they can go without feeding (minimum 1, maximum 20 days).

  • Refeeding Reset: Upon consuming humanoid flesh/blood, the ghoul rerolls the Hunger Roll to establish a new feeding deadline. Flesh is flat roll; blood is disadvantage on Hunger Roll.

  • Exemption: Choose one nonmagical drink to drink at no penalty
  • Three-Day Limit: If the ghoul has three days or fewer remaining, they must make a Constitution saving throw (DC 12) after every combat encounter.

    • Success: The ghoul fights through the hunger with no penalties.

    • Failure: Their body weakens, reducing attack rolls and ability checks by -2 until they feed. (stacks)

Human Food Rejection

  • If a ghoul consumes normal food, they must make a Constitution or Performance check (DC 14) to suppress their body’s natural rejection.

    • Success: They keep the food down but feel discomfort.

    • Failure: Their body instinctively rejects it, forcing them to vomit within a minute. (DM determines time based on portion/food size)

    • Critical Failure (Natural 1): They vomit violently and immediately, suffering 1 level of exhaustion as their body struggles against the toxic effects. (Ignores immunity)

    • If normal food is in a ghoul's system, they suffer the poison effect after 5 minutes and it last till the food is removed. (Condition cannot be removed by any other means, true damage)

Starvation Consequences

  • If a ghoul fails to feed before the end of their last allotted day, they immediately suffer maximum survivable exhaustion (level 5), rendering them incapacitated for an hour before they go into a frenzy for blood/humanoid flesh. (Ignore immunity)

  • Additionally, they take 2d8 necrotic damage per day due to their body shutting down. (DM determines when damage is taken, true damage)

  • Only consuming human flesh will remove these effects and reset their condition.

  • The ghoul dies if they've failed to consume Blood/Humanoid Flesh within 3 days of being frenzied or dies from necrotic damage. 

Rapid Regeneration

Their bodies heal wounds at an accelerated rate, making them difficult to kill. Can expend up to 4 hit-die as a bonus action once per long rest. Healing/feeding regenerates missing limbs as.

Blood Healing Mechanics

  • Consumption Roll: Upon consuming blood, the ghoul rolls 1d8 + Constitution modifier to determine how much HP they regenerate.

  • Combat Bloodlust: If the ghoul drinks blood from a fresh kill (by your next turn), they may instead roll 2d8 + Constitution modifier for enhanced regeneration. Drinking blood cost a turn and requires you to be next to the downed or dead person.

Previous Versions

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