Ghoul, Imperial
Medium Undead, lawful evil. CR 4, AC 16, 93 HP. Traits: Turning Defiance.
- Armor class
- 16
- Hit points
- 93
- Challenge
- 4
- Creature type
- Undead
- Size
- Medium
- Alignment
- lawful evil
Stat block
- Cha
- 14
- Con
- 12
- Dex
- 14
- Int
- 13
- Str
- 16
- Wis
- 14
- Speed
- Walk: 30; Burrow: 15
- Senses
- darkvision 60 ft., passive Perception 12
- Skills
- 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.
- Languages
- Common, Darakhul, Undercommon
- Damage immunities
- poison
- Special abilities
- Turning Defiance. The imperial ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
- Condition immunities
- charmed, exhaustion, poisoned
Source and licence
From Tome of Beasts.
Licence: Open Game Content (OGL 1.0a).