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.
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