Marsh Ghoul

AUTHOR: Matt Kearns (GandalfOfBorg)

ISSUE: 4:25

 

Attributes

BRG 10 (+2)

NIM 8 (+1)*

PER 6 (+0)

STR 9 (+1)*

VIT 8 (+1)

WIT 7 (+0)

Reactions

STAM +3*

SWIFT +3

WILL +2

WIS +2

 

Defence

11

Size

Medium

Courage

2

Health

9

Move

6

Renown

0

 

Edges

Accurate (Short Bow) or Weapon Mastery (choose)

Flaws

none

Special Abilities

Camouflage, Marsh Weapons, Swamp Armour, Undead Stamina

Skills

Armed Combat: Blades (Blade of the Bog) +5, Intimidate (Fear) +4, Language: Understand Westron +3, Language: Understand Black Speech +3, Observe (Spot) +4, Ranged Combat: Bows (Bog Bow) +5, Stealth (Hide) +6

 

TN Equivalent

10

 

Description

The marsh ghoul is a Fell-spirit that inhabits the rotting corpse of a mortal who has fallen in an evil and fetid swamp. After enough  damage has been dealt to the marsh ghoul, it shudders and bursts asunder, collapsing back to the ground as bog slime.

 

 

Unique Special Abilities

MARSH WEAPONS: If the ghoul is disarmed, taking a full round, it may rearm itself by reaching into the swamp and pulling out a new weapon. The disarmed weapon dissolves back into swamp muck. Arrows, made of rotting wood, are very brittle and break after they are spent.

 

 

BLOOD OF THE BOG (POISON): This black ooze is the concentrated poisons and evil of the swamps inhabited by these creatures. Its effects sap the energy of the person and begin to decompose her body.

 

Type

Injury

Onset

1 minute

Potency

+7 (TN 12)

Treatment

+10 (TN 15)

Effect

1d6 Vitality, 2 Bearing (Primary); 1 Vitality, 1 Bearing (Secondary)

Stages

Every minute until neutralized or if both person's Vitality and Bearing reach 0, her body dissolves into swamp muck. Once this happens, roll 1d6 on the table below:

 

Effects After Decomposition

1

Nothing

2

Rises as marsh ghoul in 1d6 rounds

3

Rises as marsh ghoul in 1d6 minutes

4

Rises as marsh ghoul in 1d6 hours

5

Rises as marsh ghoul in 2d6 hours

6

Rises as marsh ghoul in 1d6 days

 

SWAMP ARMOUR: Marsh ghouls wear scavenged armour from the fallen around their habitat. Regardless of the type, it has an AR of 5.

 

 

History

As long as there has been war, marsh ghouls have existed in the world. They harry the living out of hate and for a need to increase their numbers. The Dead Marshes between the Morannon and Emyn Muil is where an abundance of these foul monstrosities can be found.

 

 

Habitat

Marsh ghouls are the putrid by-products of being in a swamp near a site of intense evil or where a great battle occurred.

 

 

Society

They have no society.

 

 

Usage

The Marsh Ghoul's single-minded purpose and ease of control by Bog-Wights make them great physical adversaries against a party who happens to travel in the Dead Marshes or any of the other swamp, bog, or marshland of Middle Earth.