Feral Ghoul (Fallout Supplement)

Feral Ghouls (alternately called mindless ghouls, ghoul crazies, feral necrotic post-humans or zombies) are similar in appearance to sapient Ghouls, but are skinner, shamble as they move, and resemble nothing more than shambling corpses wearing the tatters of whatever clothes they wore when the bombs went off, their bodies ravaged by necrosis and differing in color, from a healthy pink to a grimy gray, the skin color is dependent on their pre-Ghoulification ethnicity. But due to the long-term exposure of radiation, their minds too have been damaged, resulting in a complete loss of normal reasoning capabilities and higher thought processes, becoming more animalistic than the most savage Human, forcing them to attack anyone besides other Ghouls (feral or not) in a carnal need to feed. This condition is termed "Ferocious Post-Necrotic Dystrophy" and was coined by a Ghoul physician by the name of Barrows and is believed to be more common among Ghouls anti-social or heavily isolated Ghouls, such as those in secluded locations like metro tunnels and caves.

Feral Ghouls wear only the tattered remnants of clothing and are noticeably weaker than Human opponents.
Tier 2 Feral Ghouls are roughly twice as powerful as the Tier 1 variant.
Feral Ghoul, Tier 1Feral Ghoul, Tier 2
Size and Type: Medium HumanoidMedium Humanoid
Hit Dice: 3d8+3 (18 hp)5d8+5 (38 hp)
Mas: 1315
Initiative: +5+6
Speed: 40 ft40 ft
Defense: 13 (+1 Dex, +2 natural), touch 13, flat-footed 1015 (+2 Dex, +3 natural), touch 15, flat-footed 10
Base Attack/Grapple: +3/+4+5/+7
Attack: +4 Melee (1d4+1, Claw)+7 Melee (1d6+2, Claw)
Full Attack: +4 Melee (1d4+1, Claw), -1 Melee (1d4+1, Claw)+7 Melee (1d6+2, Claw), +2 Melee (1d6+2, Claw)
Space/Reach: 5 ft by 5 ft/5 ft5 ft by 5 ft/5 ft
Special Qualities: Ferocious Post-Necrotic Dystrophy, Radiation Healing, Darkvision 60 ft.Ferocious Post-Necrotic Dystrophy, Radiation Healing, Darkvision 60 ft.
Saves: Fort +2, Ref +4, Will +1Fort +3, Ref +6, Will +0
Abilities: Str 12, Dex 12, Con 13, Int 3, Wis 6, Cha 4Str 14, Dex 14, Con 15, Int 3, Wis 4, Cha 4
Skills: Hide +4, Move Silently +4Hide +6, Move Silently +6
Feats: Improved InitiativeImproved Initiative, Toughness
Possessions: 1d4-3 misc items, 1d6-5 chems, (1d4-1)x10 Bottlecaps1d4-3 misc items, 1d6-5 chems, (1d4-1)x10 Bottlecaps
Organization: Pack (4-8 Feral Ghouls) or SolitaryPack (4-8 Feral Ghouls) or Solitary
Challenge Rating: 35
Allegiances: GhoulsGhouls
Advancement: NoneNone
Level Adjustment: NoneNone

Despite the apparent lack of higher thought processes, Feral Ghouls still possess some capacity to speak semi-intelligently, occasionally growling out sentences in relation to their surroundings or the remnants of their former lives. The reasons for this are unknown, as it is indicated by the brain structure of a Feral Ghoul than their regenerative abilities no longer extend to the higher functions of the brain. It is theorized that, just as all Ghouls eventually turn Feral due to neural degradation, that eventually their regenerative ability will stop repairing the part of their brain that controls longevity, potentially killing them. This is backed up by the rotting look of Feral Ghouls compared to the relatively healthy look of sapient Ghouls.

Feral Ghouls are typically found around sources of high radioactivity such as old reactors, toxic waste dumps, or anywhere else they could have mutated. They may also commonly be found dark, cool places like caves, sewers, and metro tunnels where they likely turned into Ghouls when the bombs fell, typically using such systems or tunnels to navigate the wasteland in search of prey, but contrary to belief, they do not hate light. They can also be found most anywhere else, even wandering the desert solitarily, but typically form packs of four to eight Feral Ghouls.

Combat

Feral Ghouls often give a loud low-pitched screech or growl before attacking enemies that can be heard with a DC 10 Listen check by anyone within 60 feet. This can assist adventurers venturing in areas with limited visibility. Feral Ghouls cannot reason or think in-depth, and therefore cannot plan their attacks and lack tactics. They simply run at the closest enemy and claw at it with their boney fingers, they have lost the ability to use weapons such as guns or blades. Alone, they are meager opponents, but in packs they will swarm their foes, flanking or cornering them, proving themselves to be dangerous in numbers.

Ferocious Post-Necrotic Dystrophy (Ex): Feral Ghouls are immune to poison, sleep, paralysis, stunning, electricity, disease, chem, and mind-affecting effects. They also have no internal body heat and as such cannot be detected via heat imaging.

Radiation Healing (Ex): Feral Ghouls do not suffer damage from radiation, but instead gain Fast Healing 2 when exposed to Low or higher radiation.


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