Feral Ghouls
FeralGhoul.png

Feral Ghoul

Medium humanoid (ghoul)


Armour Class 12
Hit Points 18 (4d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 1/2 (100 XP)


Bloody Mess. Whenever the feral ghoul takes at least 6 points of slashing damage or 9 points of piercing damage, or suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The feral ghoul loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The feral ghoul loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Actions

Bite. Melee weapon attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, plus 2 (1d4) radiation damage.

Scratch. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, plus 2 (1d4) radiation damage.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

Feral Ghoul Roamer

Medium humanoid (ghoul)


Armour Class 13
Hit Points 36 (8d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 1 (200 XP)


Bloody Mess. Whenever the feral ghoul takes at least 12 points of slashing damage or 18 points of piercing damage, or suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The feral ghoul loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The feral ghoul loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Actions

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, plus 2 (1d4) radiation damage.

Scratch. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 2 (1d4) radiation damage.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

Feral Ghoul Reaver

Medium humanoid (ghoul)


Armour Class 15 (medium chest, 2 medium limb)
Hit Points 49 (11d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 11 (+0) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 2 (450 XP)


Bloody Mess. Whenever the feral ghoul takes at least 16 points of slashing damage or 24 points of piercing damage, or suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The feral ghoul loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The feral ghoul loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Actions

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, plus 2 (1d4) radiation damage.

Scratch. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 2 (1d4) radiation damage.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

Feral Ghoul Stalker

Medium humanoid (ghoul)


Armour Class 13
Hit Points 45 (10d8)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 3 (-4) 7 (-2) 6 (-2)

Skills Deception +3, Perception +0, Stealth +5
Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 10
Languages none
Challenge 1 (200 XP)


Bloody Mess. Whenever the feral ghoul takes at least 15 points of slashing damage or 22 points of piercing damage, or suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The feral ghoul loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The feral ghoul loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Jump Scare. The feral ghoul stalker doubles the damage of its first hit against a surprised target, and that creature must make a DC 11 Wisdom saving throw or be frightened until the beginning of the ghoul stalker’s next turn.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Play Dead. The feral ghoul stalker has advantage on Deception checks made to appear dead.

Actions

Bite. Melee weapon attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, plus 2 (1d4) radiation damage.

Scratch. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage, plus 2 (1d4) radiation damage.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

Withered Feral Ghoul

Medium humanoid (ghoul)


Armour Class 13
Hit Points 82 (11d8 + 33)
Speed 30 ft.


STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 16 (+3) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 3 (700 XP)


Bloody Mess. Whenever the feral ghoul takes at least 27 points of slashing damage or 41 points of piercing damage, or suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The feral ghoul loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The feral ghoul loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Actions

Multiattack. The gangrenous feral ghoul makes two scratch attacks and one bite attack, or a grapple attempt and a bite attack.

Bite. Melee weapon attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, plus 3 (1d6) radiation damage.

Scratch. Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 4) slashing damage, plus 4 (1d6) radiation damage.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

Gangrenous Feral Ghoul

Medium humanoid (ghoul)


Armour Class 14
Hit Points 119 (14d8 + 56)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 6 (2,300 XP)


Bloody Mess. Whenever the feral ghoul takes at least 39 points of slashing damage or 59 points of piercing damage, or suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The feral ghoul loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The feral ghoul loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Actions

Multiattack. The gangrenous feral ghoul makes two scratch attacks and one bite attack, or a grapple attempt and one each of its bite and scratch attacks.

Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 4 (1d8) radiation damage.
Scratch. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage, plus 4 (1d8) radiation damage.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

Rotting Feral Ghoul

Medium humanoid (ghoul)


Armour Class 14
Hit Points 195 (23d8 + 92)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 8 (3,900 XP)


Bloody Mess. Whenever the feral ghoul takes at least 65 points of slashing damage or suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The feral ghoul loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The feral ghoul loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Actions

Multiattack. The rotting feral ghoul makes two scratch attacks and one bite attack, or a grapple attempt and one each of its bite and scratch attacks.

Bite. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage, plus 4 (1d8) radiation damage.

Scratch. Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) slashing damage, plus 4 (1d8) radiation damage.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

FeralGhoulCharred.png

Charred Feral Ghoul

Medium humanoid (ghoul)


Armour Class 16 (natural armour)
Hit Points 221 (26d8 + 92)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 10 (5,900 XP)


Bloody Mess. Whenever the charred feral ghoul suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The feral ghoul loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The feral ghoul loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Actions

Multiattack. The charred feral ghoul makes two scratch attacks and one bite attack, or a grapple attempt and one each of its bite and scratch attacks.

Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, plus 7 (2d6) radiation damage.

Scratch. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, plus 7 (2d6) radiation damage.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

FeralGhoulGlowingOne.png

Glowing One

Medium humanoid (ghoul)


Armour Class 14
Hit Points 255 (30d8 + 120)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 12 (8,400 XP)


Bloody Mess. Whenever the glowing one suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The glowing one loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The glowing one loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The glowing one has advantage on saving throws against effects that would leave it frightened.

Pile On. The glowing one has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Radioactive Aura. A creature that begins its turn within 10 feet of the glowing one takes 6 (1d12) radiation damage.

Radioactive Glow. The glowing one sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions

Multiattack. The glowing one makes two scratch attacks and one bite attack, or a grapple attempt and one each of its bite and scratch attacks.

Bite. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, plus 9 (2d8) radiation damage.

Scratch. Melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage, plus 9 (2d8) radiation damage.

Radiation Burst (recharge 5-6). All creatures within 30 feet of the glowing one must make a DC 16 Constitution saving throw, taking 19 (3d12) radiation damage on a failed save, or half as much on a success.

In addition, other feral ghouls within the same radius recover 19 (3d12) hit points. A ghoul that was killed can even be resurrected using this ability, provided that it is used before a full round has passed since he ghoul was reduced to 0 hit points.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

Putrid Glowing One

Medium humanoid (ghoul)


Armour Class 15
Hit Points 306 (36d8 + 144)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 20 (+5) 18 (+4) 3 (-4) 7 (-2) 6 (-2)

Damage Immunities Radiation
Condition Immunities Charmed, Radiation Sickness
Senses darkvision 60 ft., passive Perception 8
Languages none
Challenge 17 (18,000 XP)


Bloody Mess. Whenever the glowing one suffers a critical hit with a slashing or piercing weapon, roll a d8 to determine what else happens:

  • 1-4: Nothing happens.
  • 5-6: The glowing one loses a leg if it has any legs left, otherwise nothing happens. It falls prone and cannot get up (effectively halving its movement).
  • 7-8: The glowing one loses an arm if it has any arms left, otherwise nothing happens. It has disadvantage to grapple checks with one arm, and if it has none it can no longer grapple nor use its claws.

Dumb Brute. The feral ghoul has advantage on saving throws against effects that would leave it frightened.

Pile On. The feral ghoul has advantage on attack rolls against a creature if at least one of the feral ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, the feral ghoul has advantage on grapple checks against a creature if at least one of the feral ghoul’s allies is already grappling that creature.

Radioactive Aura. A creature that begins its turn within 10 feet of the glowing one takes 6 (1d12) radiation damage. A creature adjacent to the putrid glowing one at the beginning of its turn instead takes 13 (2d12) radiation damage.

Radioactive Glow. The glowing one sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Actions

Multiattack. The glowing one makes two scratch attacks and one bite attack, or a grapple attempt and one each of its bite and scratch attacks.

Bite. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage, plus 13 (2d12) radiation damage.

Scratch. Melee weapon attack: +10 to hit, reach 5 ft., one target. Hit: 15 (4d4 + 5) slashing damage, plus 13 (2d12) radiation damage.

Radiation Burst (recharge 5-6). All creatures within 30 feet of the glowing one must make a DC 17 Constitution saving throw, taking 32 (5d12) radiation damage on a failed save, or half as much on a success.

In addition, other feral ghouls within the same radius recover 32 (5d12) hit points. A ghoul that was killed can even be resurrected using this ability, provided that it is used before a full round has passed since he ghoul was reduced to 0 hit points.

Bonus Actions

Aggressive. The ghoul can move up to its speed toward a hostile creature that it can see.

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