Ghoul, Mad

Mad Ghoul

Medium undead, chaotic evil
Armor Class 12 (natural armor)
Hit Points 44 (8d8 + 8)
Speed 30 ft.
STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 13 (+1) 7 (–2) 10 (+0) 6 (–2)

Skills Stealth +4
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Umbral
Challenge 3 (700 XP)

Reckless. At the start of its turn, the ghoul can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions

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

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 11 (2d8 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage. If the target is a creature other than an elf or an 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.

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