Tar Ghoul
Medium Undead, neutral evil. CR 4, AC 13, 66 HP. Traits: Fire Hazard.
- Armor class
- 13
- Hit points
- 66
- Challenge
- 4
- Creature type
- Undead
- Size
- Medium
- Alignment
- neutral evil
Stat block
- Cha
- 8
- Con
- 13
- Dex
- 17
- Int
- 11
- Str
- 16
- Wis
- 10
- Speed
- Walk: 30
- Senses
- darkvision 60 ft., passive Perception 12
- Skills
- Perception: 2
- Actions
- Multiattack. The tar ghoul makes one bite attack and one claw attack.
- Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.
- Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 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 can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Vomit Tar (Recharge 5-6). The tar ghoul vomits tar, covering the ground in a 10-foot square within 5 feet of it. Each creature in the area must succeed on a DC 13 Dexterity saving throw or be covered with tar. The tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns for 3 (1d6) rounds or until a creature takes an action to stop the blaze. A creature that starts its turn in the area or that starts its turn covered with burning tar takes 5 (1d10) fire damage.
- Languages
- Common, Darakhul
- Damage immunities
- fire, poison
- Special abilities
- Fire Hazard. As a bonus action or when it takes fire damage, the tar ghoul bursts into flame. The tar ghoul continues burning until it takes cold damage or is immersed in water. A creature that touches the tar ghoul or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage. While burning, a tar ghoul deals an extra 3 (1d6) fire damage on each melee attack, and its vomit tar action is a 15-foot cone that ignites immediately. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- Damage resistances
- necrotic
- Condition immunities
- charmed, exhaustion, poisoned
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).