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  1. SRDs/
  2. D&D 5th Edition/
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  4. Ghoul, Imperial/

Ghoul, Imperial

Ghoul, Imperial

Medium undead, lawful evil
  • Armor Class 16 (breastplate)
  • Hit Points 93 (17d8+17)
  • Speed 30 ft., burrow 15 ft.
  • STR
    16 (+3)
  • DEX
    14 (+2)
  • CON
    12 (+1)
  • INT
    13 (+1)
  • WIS
    14 (+2)
  • CHA
    14 (+2)
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Darakhul, Undercommon
  • Challenge 4 (1,100 XP)
  • Turning Defiance. The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

  • Multiattack. The imperial ghoul makes one bite attack and one claws attack.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.
  • Claws. Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Light Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage.

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