# Imperial Ghoul *Medium* *Undead* *Lawful Evil* - **Armor Class:** 16 (breastplate) - **Hit Points:** 93 (17d8 + 17) - **Speed:** walk 15 ft. burrow 30 ft. - **Challenge Rating:** 4 (1,100 XP) - **Source:** Tome of Beasts 2023, page 203 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 14 (+2) | 12 (+1) | 13 (+1) | 14 (+2) | 14 (+2) | - **Skills:** - **Damage Vulnerabilities:** False - **Damage Immunities:** poison - **Damage Resistances:** False - **Condition Immunities:** charmed, exhaustion, poisoned - **Senses:** darkvision 60 ft., passive Perception 12 - **Languages:** Common, Darakhul, Undercommon ### Special Abilities - **Hungry Dead Nature:** The ghoul requires no air or sleep. - **Turning Defiance:** The 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 Claw attack. - **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and, if the target is a Humanoid, it must succeed on a DC 11 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar). - **Claw:** 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 can repeat 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 ft., one target. Hit: 6 (1d8 + 2) piercing damage.