In Sumerian and ancient Mesopotamian religion, gallûs (also called gallas; Akkadian gallû < Sumerian gal.lu) were great demons or devils of the ancient Mesopotamian Underworld.
Right-O. Ghouls. That was easy. Or more properly, probably Ghasts. Not that Ghasts are in Labyrinth Lord or Swords & Wizardry out of the box.
Ghoul
- Hit Dice: 2
- Armor Class: [13]
- Attacks: 2 claws (1d3), 1 bite (1d4)
- Saving Throw: 16
- Special: Immunities, paralysis
- Move: 9
- Alignment: Chaos
- Challenge Level/XP: 3/60
Formerly human, but now flesh-eating undead mockeries of their former existence, ghouls are fearsome enemies of all things living.
Ghouls attack with claws and a vile bite. Any successful attack requires the opponent to attempt a saving throw versus paralyze, or become paralyzed for 3d6 turns. This paralysis may be cured with cure light wounds. Elves are immune to the paralysis of ghouls, and the paralysis cannot take effect on humanoids larger than ogres. Ghouls will attempt to paralyze all members of a group, so that they can feast on their helpless bodies at leisure. All humans slain by ghouls rise again in 24 hours as ghouls, unless the spell bless is cast upon their bodies. Ghouls are turned on the Turning Undead Table as undead of 3 HD, but the amount turned is calculated normally for 2 HD undead.
Labyrinth Lord
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