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# 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.