Ghouls do 1d6 damage per tier, or increase to 2d6 at level 11, and 3d6 at level 21. Ghouls can use either Charisma or Constitution for their attack rolls, making them good secondary minions. They don’t do much damage individually, and thus are generally not good primary minions unless paired together in a team. They do however do an attack as a free action once per turn if you have used the necromancer at-will power “minion attack”, independent of whether or not your character has taken an attack action. So, you and the ghoul can attack in the same turn (instead of one minion attacking). Otherwise, ghoul minions require a minor action in order for you to attack with them. Various powers allow you to summon ghouls as extra minions, such if a creature you are targeting with an attack with certain powers die.
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Ghoul (Level 1 Soldier)
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Medium Shadow Humanoid (Necrotic)
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| HP 1/2 Necromancer; Bloodied Half-hp |
Initiative Necromancer’s |
| AC 17; Fortitude 14, Reflex 14, Will 12 |
Perception Necromancer’s |
| Speed 6 |
Low-light Vision |
| Resist Necromancer’s resistances |
| Vulnerable None |
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Necromancer Minion
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| Unarmed Basic Melee ♦ At-Will |
| Attack: Necromancer’s Charisma or Constitution + 2 vs. AC |
| Hit: 1d6, 2d6, 3d6 |
| Special: You can use this power once per turn as a minor action, rather than a standard action that it would ordinarily be. |
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Skills
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| Skills Stealth (Dex), Perception (Wis), Insight (Wis) |
| Str 18 (4) |
Dex 14 (2) |
Wis 10 (0) |
| Con 16 (3) |
Int 10 (0) |
Cha 12 (1) |
| Alignment Unaligned |
Languages Necromancer, Undead |
| Equipment None |
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