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|Hit Dice:||2d12 (13 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||14 (+2 Dex, +2 natural), touch 12, flat-footed 12|
|Attack:||Bite +2 melee (1d6+1 plus paralysis)|
|Full Attack:||Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis)|
|Space/Reach:||5 ft./5 ft.|
|Special Qualities:||Darkvision 60 ft., undead traits, +2 turn resistance|
|Saves:||Fort +0, Ref +2, Will +5|
|Abilities:||Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12|
|Skills:||Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7|
|Organization:||Solitary, gang (2–4), or pack (7–12)|
|Alignment:||Always chaotic evil|
|Advancement:||3 HD (Medium)|
Ghouls speak the languages they spoke in life (usually Common).
Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.
An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
SEE WIKIPEDIA ENTRY: Ghoul