Here is one of the Creatures featured in the “Bizantium and Northern Islands” book that is published by PalladiumBooks for is Palladium Fantasy pen & paper RPG game line.
Created and co-written by Glen Evans and Kevin Siembieda, just read below to see the wickedness.
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Northern customs dictate that when a person drowns it is important to perform some sort of burial ritual or their soul will not rest. Sailors and those who live on or near the sea have followed this tradition for thousands of years. There is a reason for this: sometimes, when the dead is simply dropped into the sea without a burial ritual, an unidentified malevolent spirit (Entity) finds the body and inhabits it. When this happens, the body is brought back to life as an un-dead monster that pursues the living to harass and torment them. Some North Folk claim these dark spirits are minions of Beastla, others that they are manifestations of the seething anger of the evil god Brgg.
A Sea Ghoul, sometimes called a “Drowned Ghoul,” possesses the basic intelligence of a human and the instincts of a scavenging animal, but is a harbinger of death to sailors. The creature can sense death and the dying – be it the fresh catch in the hold of a ship, the carcass of a whale or sea serpent being butchered at sea, or death from illness or battle. As a ghoul, the creature feeds upon the flesh of the dead, so when it senses death or people weak and nearing death, the monster will climb onto a sea vessel and finds a place to perch itself and wait, like a vulture, for the person to die. It may, alternately, wait at the foot of a sickbed (or under it), hide in a closet or chest, or dark corner. If people are around it will hide someplace else, waiting until they leave and come to check on the sick and dying individual to see if he has died yet.
Malicious and cruel creatures, a Sea Ghoul may stowaway on a ship or cling to its side above or below the waterline, climbing out from its hiding place at night or when crew members are distracted, to sabotage the vessel. Acts of sabotage usually focus on dumping food overboard or otherwise causing food stores damage and ruination, spilling/spoiling drinking water, and stealing items that might cause a fight and injury or death. The monster is too timid to actually kill its own prey, but it will do things to cause the suffering and death of others, or to hurry along the death of the sick or injured. When the person dies, the Sea Ghoul feasts on the flesh, but not until at least six hours have passed since the moment of death. This means a Sea Ghoul may steal corpses from the sick bay of vessels and dive into the water to eat undisturbed below the waves. Sea Ghouls are excellent swimmers, capable of paddling across an ocean without tiring. They can climb the hull of a ship just as easily, and cling to it for days on end when working at killing the crew via starvation or thirst. A Sea Ghoul can hang from the side of a vessel or from the bottom, underwater, where it cannot be easily detected.
Sea Ghouls can come ashore, but they usually don’t linger on dry land for very long. Their behavior is basically the same as above, expect the monster will, after 6-12 hours on shore, go back into the sea to sleep or rest in its watery embrace, climbing out to check on the person it is waiting to see die over the next several days. Sometimes, a Sea Ghoul can be spotted walking along coastlines, standing upon a rocky outcropping off shore or treading water on a life raft or piece of debris. When approached, the creature will grunt or squeal and run away. Sea Ghouls only fight when they are attacked first, and even then they fight only long enough to get away and hide or dive back into water. As a result, Sea Ghouls seldom wander more than a hundred yards from a large body of water.
Sea Ghouls look like decaying corpses in tattered clothing. The Entities can reanimate and possess the body of any mortal humanoid from humans and Elves to Dwarves, Wolfen and Giants, but usually pick human-sized beings; and with the Northern Sea being dominated by humans, human bodies are the most common. The creature has no need for clothes, so as the clothing that may have been worn by the deceased ages, it tatters and shreds into rags. The other feature that earmarks the creature as a Sea Ghoul is that it cannot speak (grunts, growls, hisses, screams), and it will have cat-like claws for climbing and clinging to the hulls of ships and ripping dead flesh.
Natural Abilities: Supernatural Strength and Endurance, Nightvision 1,000 feet (305 m), normal day vision, can see clearly even in dark and murky water, superior swimmers (96%), never tire or fatigue, do not breathe air and can remain underwater indefinitely, can walk along the bottom of the sea (maximum depth tolerance is 6 miles/9.6 km), Bio-Regenerate at a rate of 1D6 Hit Points/S.D.C. per melee round, are impervious to normal fire, cold and heat as well as disease, poison, toxins, and possession (magic fire and cold inflicts half damage). When released from its current physical body, the Sea Ghoul Entity wanders the Northern Sea and Ocean looking for a new corpse floating in the water to inhabit.
Sense the Dead and Dying (special): Sea Ghouls can sense the dead and dying within a five mile (8 km) radius. This magic ability also gives the creature an idea if it is one, a few or many dead or dying and their general location. The closer it gets to them the stronger the sensation.
Corrosive Vomit (special): A Sea Ghoul can disgorge whatever is in its belly along with a putrid, corrosive acid that burns and stinks to high-heaven. The Sea Ghoul unleashes its vomit when cornered, usually directed at the feet and legs of whatever is threatening it. This attack is such a surprise and so repugnant that most people jump out of the way or take several quick paces back to avoid it. This gives the creature the opening it needs to run past and escape, or make a quick attack.
Those who get vomit on their legs or feet take 1D4 points of damage per melee round for an additional 1D4 rounds. The pain is worse than the actual damage and compels most people to strip off their boots and/or socks and pants in an effort to stop the burning. While distracted by the stench, pain and confusion of the disgusting attack, victims (it sprays a 2 foot/0.6 m diameter) are -3 on all combat actions and lose one melee attack per round (1D4+1 if they are trying to remove boots and leggings).
The stench and disgusting nature of the attack is such that everyone within a 10 foot (3 m) radius gags and must roll to save vs poison (noxious fumes) to avoid vomiting themselves; roll 16 or higher to save. A failed roll means the character loses two melee attacks along with his lunch.
Note: Sea Ghouls are usually encountered as one lone scavenger, but sometimes they gather in pairs or small groups of 2D4+4. Groups usually only occur when there is plenty of dead to feed upon. For example, many Iceborn Necroilus serpent ships will have 6-12 of them onboard. Iceborn don’t mind, and allow the Ghouls to eat their dead, bones and meat scraps.