Ghoul Fever


Type injury; Fortitude Save DC 13
Onset 1 day; Frequency 1/day
Effect 1d3 Con and 1d3 Dex damage
Cure 2 consecutive saves
A 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. The save DC is Charisma-based.

To cure Ghoul Fever a character must succeed on Two consecutive saves vs disease.

These saves are going to occur at a specified time. In this case it’s the onset time which is 24 hours. So if your characters fought the ghoul at noon on Monday and they contracted Ghoul Fever at noon on Tuesday the disease would take effect.

Due to 24 hour Onset on

Noon Tuesday: your character makes a new DC 13 fort save if he is successful he will take the damage specified (1d3 dex & con). They take damage because despite the save they still have the disease.

Due to Frequency 24hrs on

Noon Wednesday: DC 13 save occurs if successful the disease is cured and no damage occurs. If unsuccessful they take damage, and have to make 2 more saves on consecutive days at noon. This process repeats until they die or are cured via some other method.

A Remove Disease spell will immediately attempt to cure the disease per the spell description.

A successful DC 13 Heal check will give the infected PC a +4 bonus on their Fort save.

Transmission & Vectors

Ghouls can transmit this disease through their bodily fluids and even their claws. It takes a series of days once afflicted by this disease to truly become a Ghoul, and it isn't guaranteed that you will, although it is certain that you will be subject to at least some measure of supernatural decay.


Symptoms of this disease include decaying skin, a weakened ability to fight illness, difficulty recovering from injury, and increased hunger of a carnivorous kind.



Those afflicted by the disease for extensive periods of time without recovery grow black claws and fangs, as a means to help sate their newfound hunger and spread their curse to those who prove capable of resisting being outright killed by these means of attack.


Those with this disease quickly become paranoid, yet lose the will to take action against things. Madness occurs frequently in hosts who sustain the disease for some time.


To avoid being struck down to the flesh by Ghouls or cursed is the only true form of prevention of this disease. Wearing a skin tight suit of some sort would help to prevent ghoul saliva from contacting wounds, thus preventing Ghoul Fever.

Ghoul fever is a supernatural disease carried by undead ghouls, ghasts, and lacedons. It is transmitted through the creature's bite, and becomes full-blown within a single day. This debilitating disease, if untreated, will kill the average human in under a week. Those killed by ghoul fever will rise from the dead the following midnight as either a ghoul, ghast, or lacedon.[64] Eating ghoul flesh can also cause ghoul fever. [65] Skavelings, sometimes called ghoul bats, also carry ghoul fever in their bite.[66]

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