Ghoul, Beggar

This emaciated, gray husk of a creature wears rags and picks hungrily at a sliver of bone. It moves in a crouch so low that it’s almost crawling, but its eyes glow like flickering coals and it exudes a desperate ferocity with each raspy, rot-fouled breath.

Lesser Ghouls. Most citizens of the ghoul empire are not darakhul but lesser strains of ghouls and ghasts. Beggar ghouls are by far the weakest of these. Though they make up the majority of any military action involving the legions, they are employed as fodder, and the most wretched of them are barely suitable even for that. They eke out miserable livings by scrounging for food near the surface or by begging in the ghoul cities.

Withered and Deprived. Thin and emaciated even for undead, beggar ghouls are shriveled versions of their standard cousins—little more than flesh-covered skeletons. While some beggar ghouls spend their entire existence in undeath as this weak strain, at least a few were once stronger ghouls who withered when they were trapped far from sources of flesh. Others were exiled from the empire without the resources to fend for themselves.

Ghoul, Beggar

Medium undead, chaotic evil
Armor Class 12
Hit Points 13 (3d8)
Speed 30 ft.
10 (+0) 15 (+2) 10 (+0) 12 (+1) 11 (+0) 14 (+2)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Undercommon
Challenge 1/2 (100 XP)

Pack Tactics. The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.

Savage Hunger. A beggar ghoul that hits with its bite attack against a creature that hasn’t acted yet in this combat scores a critical hit.


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

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