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Dekades8 on Devinatart |
I feel a little silly including ghouls in my series of Undead revisions, since my model for this project, Arnold K's Monstrome, contains an extensive entry and my vision for this monster overlaps significantly with his. Nevertheless, ghouls are one of my all-time favorite classic D&D monsters and I want to crystalize my ideas in text (for my own use if for no other purpose).
Ghouls are an excellent utility monster that I find myself reaching for again and again while stocking my dungeons. With their multiple attacks and paralyzing touch, they are an absolute nightmare for players and remain a real challenge even for parties well above their level.
Paralysis Death Spiral
I play in an OSE Arden Vul campaign and we recently encountered a mixed pack of ghouls and ghasts. Being a mid-level party and filled with hubris, we foolishly believed we could tank our way through. In one round, we were utterly thrashed, our best fighters paralyzed and several characters killed. We fled with half our number still living and a burning desire for vengeance. We came back, better prepared, and they kicked our asses again. This seems typical.
Ghoul's combat prowess borders on the unfair. A lot of people, both players and DMs don't like the brutality of Ghouls. Arnold removed their paralysis effect replacing it with a fear mechanic, saying "I don’t like how paralysis can disable half the party in a single turn, creating an instant death spiral (especially when surprise is involved), so I think this is a good change." I disagree.
Ghoul's overwhelming abilities creates a fear and hatred of them that emotionally impacts the players in a way that few other monsters do. Having just experienced this, the frustration of rapidly losing characters that we'd spent months advancing, is fresh in my mind. When (on the third attempt) we finally beat them with an elaborate barbed-wire, tower-defense style ambush the sense of victory was incredible.
A ridiculously overpowered, perhaps even un-fun, enemy from time to time adds something special to the game. It's exciting to have something to really fear.
Weaknesses
For all their lethality, ghouls are not that tough themselves. They typically don't have armor and with just two hit-dice, they fall pretty quickly once attacked. On average, they have single digit hit points.
According to the 1e Monster Manual: "These creatures are subject to all attack forms except sleep and charm spells. They can be turned by clerics. The magic circle of protection from evil keeps these monsters completely at bay."
In a different game I play in (in Stonehell) we encountered a ghoul infested area with a 7th level cleric and a paladin in the party. They melted like snow.