Ghoul, Darkness

Darkness Ghoul

Medium undead, chaotic evil
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 9 (–1) 10 (+0) 16 (+3)

Skills Stealth +5 (+7 in dim light or darkness)
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Umbral
Challenge 4 (1,100 XP)

Shadow Stealth. While in dim light or darkness, the ghoul can take the Hide action as a bonus action.

Sunlight Weakness. While in sunlight, the ghoul has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Multiattack. The ghoul makes two attacks, one with its bite and one with its claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or an undead, it must succeed on a DC 12 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.

Shadow Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 17 (5d6) cold damage. The target must succeed on a DC 13 Constitution saving throw or become blinded 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.

This wiki is not published, endorsed, or specifically approved by Kobold Press.
Content covered under the Open Game License 1.0a