Homebrew Ghoul Species Details
Ghouls or necrotic post-humans are decrepit, rotting, zombie-like mutants. They are victims of heavy necrotic poisoning which results in their skin decaying and, paradoxically, greatly extends their individual lifetime. Although they look like a walking corpse, Ghouls are in fact otherwise normal humans who have been exposed to massive amounts of necrosis during the War and survived against all odds. The name Ghoul comes from the mythological beings that devoured flesh and also resembled Ghouls.
Ghoul Traits
Ghoul bodies have been changed by the radiation, their internal systems degrading causing their bodies to be less affected by damage. Despite their weakened social skills, arising from the prejudice surrounding Feral Ghouls and their gruesome looks, Ghouls tend to be wiser and more cautious than their short-lived Human cousins.Personality
Non-Feral Ghouls tend to act much like normal Humans, though a bit more pessimistic and angry due to their condition.
Physical Description
In physical appearance, a ghoul's flesh is constantly rotting off, appearing very raw and discolored from necrosis. Lips and eyelids are sometimes absent, and noses are in almost every case completely rotted off. Feral ghouls are typically heavily emaciated and hunched over (possibly due to malnutrition and lack of sunlight), while non-ferals typically have a heavier, more human-like build and posture. Another major difference between ferals and non-ferals is dress: while non-ferals dress like normal humans, feral ghouls wear little clothing other than tattered pants or sections of old armor, having lost the mental capacity to mend or replace their clothes long ago.
Relations
Most human communities do not tolerate Ghouls, and their terrifying appearance has led many to simply shoot them on sight. This has led them to create communities of their own when possible. Most Ghouls regard normal humans, which they often refer to as “smooth skins,” with suspicion if not outright hostility. They tend to be very pragmatic, having witnessed the destruction of civilization once before, and observe the rise and fall of power groups attempting to take its place from a distance. Ghouls see Feral Ghouls as their "brothers" and the Ferals share that view too, as evidenced by them not attacking Ghouls. Ghouls in general are not hostile to humans, unless humans come a gunning for them. Super Mutants, also, consider the Ghouls to be that of kin and won't attack them (most of the time) unless the ghouls provoke them
Lands
Ghouls attempt to remain in human society, or at least, on the outskirts of human settlements in the Wastelands. They are seen as horrors, however, and are feared in general by humans. This makes their survival a difficult task. Ghouls just seek to live in peaceful, small communities on the outskirts of towns, staying out of most of the affairs of humans. Examples of ghoul settlements are the Underworld, Rockopolis, Necropolis (City of the Dead), Dayglow, and Gecko
Religion
Ghouls worship the same things that Humans do.
Language
Ghouls speak common and one other language of their choosing
Names
Ghouls use the same names as Humans.
Size
Humanoid. Medium. 4'8" to 6'8" and weigh 65 lbs to 180 lbs
Necrotic Immunity
Ghouls are immune to the negative effects of necrotic damage. This natural adaptability also gives them a +1 bonus to Constitution saving throws.
Timeless
Ghouls are sterile and cannot reproduce. Their long lifespan gives them a +1 bonus to Wisdom saving throws.
Age
The older a ghoul is the more feral they become. Any ghoul older than 360 years is feral. Some change earlier than that depending on how much necrotic damage they have been subjected to, but none keep their humanity past that point. Ghouls are naturally immune to necrotic damage so any necrotic damage sent their way doesn't do damage but adds to their life counter. Keep track of how much necrotic damage is received in order to keep track of how old you are. Work with your GM to decide the amounts of necrotic damage you have seen to determine how close you are to becoming feral. GM NOTE: Every 10 points of necrotic damage taken by a ghoul pushes them 1 year closer to becoming feral. Example: If a ghoul player is 310 years old but has received damage amounting to 490 points of necrotic damage to their character, and then receive 10 more points of necrotic damage, it will push them into Feral status causing them to lose their humanity and becoming aggressive to anyone who is near them. Once they are, feral a ghoul usually can't return to a non-feral status, but there are certain circumstances that a GM could use to change that but it is up to the GM's ruling.
Young Ghoul is a ghoul that is less than 200 years old. As a young ghoul you don’t have a decrease or increase in stats.
Middle Age Ghouls are ghouls that are 201- 270 years old. They are growing claws and get a +1 to STR, DEX, & CON and -1 to INT, WIS, & CHR
Old Ghouls are ghouls 271-315 years old. Their claws are developed and their saliva has started growing toxins. They gain +2 to STR, DEX, & CON, and -2 to INT, WIS, & CHR
Venerable ghouls are ghouls 316-350 years old. They are staring to lose their humanity. They gain +3 to STR, DEX, & CON and -3 to INT, WIS, & CHR and when they get attacked they have to try to keep their sanity if their health drops too low.
Claw Attack
Your nails have thickened and turned very dagger like giving you a new natural attack that you can use to deal melee damage.
Bite Attack
Ghouls as they get older get more aggressive and they start craving the feeling of their teeth breaking through flesh.
Once Human
Ghouls were once human and maintain one feat of their former life.
Speed
Walking Speed of a ghoul is 30 ft.
Overseer
Because you are the overseer you gain the ability to inspire a willing creature 3 times per day.
Security Detail
Being on the security team you gain +1 bonus to your AC and strength score.
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