Iron Ghoul
Medium Undead Lawful Evil
- Armor Class: 16 (breastplate)
- Hit Points: 143 (22d8 + 44)
- Speed: walk 20 ft. burrow 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Tome of Beasts 2023, page 204
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 18 (+4) |
16 (+3) |
14 (+2) |
14 (+2) |
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 iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead.
Actions
- Multiattack: The iron ghoul makes one Bite attack and one Claw attack, or it makes three Glaive attacks.
- Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar).
- Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) 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.
- Glaive: Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.
- Heavy Crossbow: Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.
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