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.

Here Be Taverns creates simple random generators for busy Game Masters.
Try ourmonstergenerator for free!

All SRD content is licensed under OGL 1.0a, with material from Wizards of the Coast, Tome of Beasts, and Creature Codex.