Ghoul, Iron
Ghoul, Iron
Medium undead, lawful evil
- Armor Class 16 (breastplate)
- Hit Points 143 (22d8+44)
- Speed 30 ft., burrow 20 ft.
- STR
18 (+4) - DEX
16 (+3) - CON
14 (+2) - INT
14 (+2) - 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 5 (1,800 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 iron ghoul makes one bite attack and one claw attack, or three glaive attacks.
- Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 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. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.
- Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 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. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.
- Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10 + 4) slashing damage.
- Heavy Bone Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.