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.