Tar Ghoul
Medium Undead neutral evil
- Armor Class: 13
- Hit Points: 66 (12d8+12)
- Speed: walk 30 ft.
- Challenge Rating: 4 (1,100 XP)
- Source: Creature Codex, page 176
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 16 (+3) |
17 (+3) |
13 (+1) |
11 (+0) |
10 (+0) |
8 (-1) |
- Skills: perception +2
- Damage Immunities: fire, poison
- Damage Resistances: necrotic
- Condition Immunities: charmed, exhaustion, poisoned
- Senses: darkvision 60 ft., passive Perception 12
- Languages: Common, Darakhul
Special Abilities
- Fire Hazard: As a bonus action or when it takes fire damage, the tar ghoul bursts into flame. The tar ghoul continues burning until it takes cold damage or is immersed in water. A creature that touches the tar ghoul or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage. While burning, a tar ghoul deals an extra 3 (1d6) fire damage on each melee attack, and its vomit tar action is a 15-foot cone that ignites immediately. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Actions
- Multiattack: The tar 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.
- Claw: Melee Weapon Attack: +5 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 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.
- Vomit Tar (Recharge 5-6): The tar ghoul vomits tar, covering the ground in a 10-foot square within 5 feet of it. Each creature in the area must succeed on a DC 13 Dexterity saving throw or be covered with tar. The tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns for 3 (1d6) rounds or until a creature takes an action to stop the blaze. A creature that starts its turn in the area or that starts its turn covered with burning tar takes 5 (1d10) fire damage.
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