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  1. SRDs/
  2. D&D 5th Edition/
  3. Monsters/
  4. Bonepowder Ghoul/

Bonepowder Ghoul

Bonepowder Ghoul

Small undead, neutral evil
  • Armor Class 18 (natural armor)
  • Hit Points 195 (26d6+104)
  • Speed 30 ft.
  • STR
    10 (+0)
  • DEX
    20 (+5)
  • CON
    18 (+4)
  • INT
    19 (+4)
  • WIS
    15 (+2)
  • CHA
    18 (+4)
  • Saving Throws Dex +9, Con +8, Wis +6, Cha +8
  • Skills Perception +6, Stealth +9
  • Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Common, Darakhul, Draconic, Dwarvish
  • Challenge 12 (8,400 XP)
  • Amorphous. The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing.
  • Coalesce. Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes.
  • Turning Defiance. The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
  • Innate Spellcasting. the bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

    at will: chill touch, darkness, dispel magic, ray of enfeeblement

    3/day: blindness/deafness, circle of death (7th level; 10d6)

    1/day: finger of death

Actions

  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.
  • Gravedust. A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever.
  • Whirlwind (Recharge 5-6). A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round.

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