# Ghul *Medium* *Undead* *any evil alignment* - **Armor Class:** 15 (natural armor) - **Hit Points:** 105 (14d8+42) - **Speed:** walk 30 ft. fly 30 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** Tome of Beasts 2, page 169 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 15 (+2) | 16 (+3) | 10 (+0) | 10 (+0) | 15 (+2) | - **Skills:** - **Damage Immunities:** poison - **Damage Resistances:** cold, fire, lightning, necrotic - **Condition Immunities:** charmed, exhaustion, petrified, poisoned - **Senses:** darkvision 60 ft., passive Perception 10 - **Languages:** Common ### Special Abilities - **Paralyzing Throes:** When the ghul dies, it explodes in a puff of noxious smoke. Each creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn. - **Turn Resistance:** The ghul has advantage on saving throws against any effect that turns undead. - **Variable Immunity:** As a bonus action, the ghul changes one of its damage resistances to immunity to that type of damage until the start of its next turn. - **Innate Spellcasting:** The ghul's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: chill touch, fire bolt, ray of frost, shocking grasp 3/day each: fog cloud, rolling thunder, misty step, spire of stone 1/day each: blur, fireball, gaseous form, frozen razors, stinking cloud ### Actions - **Multiattack:** The ghul makes two attacks with its claws. - **Claws:** Melee Weapon Attack: +6 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 13 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.