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For a cross-game overview, see Feral ghoul. For glowing ones, see Glowing one (Fallout 76). |
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Feral ghouls are creatures found in Appalachia.
Contents
Background
Feral ghouls are found all over Appalachia, and are hostile to the Vault Dweller. They wear distinguishable clothing such as work clothes, police uniforms, and professional wear rather than just indeterminate rags. Some feral ghouls have area-dependent apparel, such as feral ghouls wearing golf outfits at the Whitespring Resort. Unlike the Scorched, which have retained greater cerebral functions and motor skills, feral ghouls are unable to use weapons due to the loss of mental and motor functions associated with their feral state.
Characteristics
Biology

Feral ghouls were formerly humans who suffered mutations due to radiation, including brain decay, resulting in complete loss of reason due to diminished mental functions. Their skin is slightly decomposed and their hair has almost disappeared. They live in groups wandering in nature or human infrastructures in search of future prey, whether human or animal, to feed on their flesh. It is rare to see ghouls wandering alone and the presence of a single ghoul is a sign of the presence of other ghouls in the vicinity. Sometimes a group of ghouls can be accompanied by a wendigo. The ghouls are friendly to the wendigos and show no sign of aggression towards them.
Ghouls have a natural resilience to the Scorched Plague.
Gameplay attributes
Feral ghouls will attack most other creatures they encounter, with the exception of wendigos. They will attack charging and striking their opponents. Their attacks are always accompanied by radiation damage, with glowing ones inflicting increased radioactive damage. Withered, gangrenous and diseased ( ) feral ghouls will also deal poison damage. All ghouls have a flat 15% chance to transmit rad worms to the player character on-hit.
- Unarmed: 7 - 180
- Radiation: 3 - 110
- Poison: 1 per second ( 5 sec)
Ghouls often prepare their attacks by advancing slowly towards their opponent before running very quickly (often faster than the player character) and throwing themselves at their target in an exaggerated lunge. When adjacent, ghouls will perform a single and multi slap attacks. If downed by a multi slap, the remaining slaps will execute them.
Variants
Feral ghoul
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Missing data (stats missing, loot incorrect)
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Name (Form ID) | Abilities | Items | |
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Weak feral ghoul 000758AD |
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Feral ghoul 003ADDF4 |
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Feral ghoul roamer 0011669D |
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Feral ghoul Back on the Beat | |||
Feral ghoul stalker 00165790 |
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Feral ghoul stalker (golfer) 0042D362 |
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Feral ghoul reaver 0007ED09 |
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Feral ghoul reaver (golfer) 0042D363 |
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Withered feral ghoul 0007ED09 |
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Withered feral ghoul (golfer) 0042D364 |
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Rotting feral ghoul 0007ED09 | |||
Rotting feral ghoul (golfer) 0042D366 |
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Gangrenous feral ghoul 0011669E |
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Gangrenous feral ghoul (golfer) 0042D365 |
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Charred feral ghoul 001166A0 |
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Charred feral ghoul (golfer) 0042D367 |
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Decaying feral ghoul ???????? | |||
Blighted feral ghoul ???????? | |||
Putrid feral ghoul ???????? | |||
Deadly feral ghoul ???????? | |||
Communist feral ghoul 0060EC41 | |||
Fog ghoul | |||
Feral ghoul Vault 76 exit ambush |
- Strangler feral ghoul

Always appears during the Heart of the Swamp public event where they are called as reinforcements for the strangler heart. Each regular non-glowing feral ghoul variant has a corresponding strangler variant with the same stats, abilities, and items.
- Feral ghoul officer

Feral ghoul officers were once high-ranking officers in the United States Armed Forces, responsible for carrying one of eight launch code keys needed to launch a nuke from Appalachia's nuclear missile silos. They can be identified by unique radio packs on their back, emitting both red light and a high pitched tone that sound off in a regular sequence. They may also carry a nuclear keycard. Each regular non-glowing feral ghoul variant has a corresponding officer variant with the same stats, abilities, and items.
Name (Form ID) | Abilities | Items | |
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Feral ghoul officer 0052EEC9 LvlNukeCodeOfficerFeralGhoul |
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Glowing one
A highly irradiated variant of the feral ghoul which deals high amounts of radiation damage. Some may even emit radiation damage in an aura.
Name (Form ID) | Abilities | Items | |
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Glowing one 00020BCC |
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Putrid glowing one 0016669F |
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Bloated glowing one 000A0EEE |
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Reeking glowing one 003F3E04 |
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Corroded glowing one 003F3E05 |
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Deadly glowing one 003F3E06 |
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Irradiated feral ghoul Radiation Rumble |
Locations
- Often found at random encounter hotspots.
- Some feral ghouls occupy the camp areas of Flatwoods and the Red Rocket station.
- Feral ghouls can be found inside of the Vault-Tec Agricultural Research Center to the west of Flatwoods.
- Feral ghouls occupy the majority of Morgantown and connected buildings, such as Vault-Tec University and the Shadowbreeze Apartments.
- Feral ghouls make up most of the enemies at the Whitespring Golf Club and surrounding areas.
- Commonly found at Big B's Rest Stop.
- Found in a group at Camp Venture, near the segment of the camp with the storage basement.
- A glowing variant will be always found on one of the houses in the Whitespring Resort close to the northernmost exit.
- Fort Defiance, on the right side of the asylum.
- Sometimes found at Red Rocket Mega Stop.
- Sometimes found at Harpers Ferry.
- Sometimes found at Appalachian Antiques.
- The Burrows
- Charleston Capitol Building, DMV section
- Monongah power substation MZ-02
- R & G Processing Services
- Sal's Grinders
Notable feral ghouls
- J47 - A diseased feral ghoul summoned by interacting with the DMV number terminal at the Charleston Capitol Building and selecting "Boot up Department C." The loudspeaker will attract it and more feral ghouls into the DMV lobby upon activating.
- Freddie Lang - The leader of the Blackwater Bandits raider gang. She can be found as a feral glowing one in Blackwater Mine.
- Feral ghoul officers appear randomly throughout areas where feral ghouls reside. These are noteworthy however, due to the fact that they drop nuclear keycards containing Appalachian launch codes.
- Harvey Tinley - a feral ghoul in Clarksburg.
- Billy - A legendary feral ghoul in Vault Mission: Meltdown.
- Cole - A legendary feral ghoul in Vault Mission: Meltdown.
- Lucas - A legendary feral ghoul in Vault Mission: Meltdown.
- Red - A legendary corroded glowing one in Vault Mission: Meltdown.
- Agent Kensington - A legendary glowing one found at Solomon's pond during Strange Bedfellows.
Related quests
Challenges
- Kill feral ghouls in nuked regions (daily).
- Kill feral ghouls with simple weapons (weekly).
Notes
- Vulnerable to headshots.
- Affected by Ghoul slayer's legendary prefix.
- Heals upon taking radiation damage.
- Wasteland Whisperer-eligible.
- Higher level ghouls occasionally drop multiple chems, in lots of 1-3 of 3 different chems.
- Plan: Mounted feral ghoul head
- Plan: Mounted glowing one head
- Some feral ghouls have area-dependent apparel:
- Golfer outfits at the Whitespring Resort.
- Strangler vines in Heart of the Swamp and Vault 94 raids.
Appearances
Feral ghouls appear in Fallout 76.
Gallery
- Glowing ones