Ghoul, Tar

Decayed bodies emerge from a pit, covered with a thick, black ooze, showing their sharp teeth and hissing with hunger in their eyes.

When attacked with fire, tar ghouls often scream with joy as they burst into flames.

Burning Wish. Bored while under the service of a necromancer, an efreeti prince toyed with his master’s creations to give them an edge against fiery spellcasters.

Flaming Horde. These ghouls roam the darkness in packs, hunting for fresh meat. They relish roasting their food as it screams in pain.

Bring your Own Fire. These creatures do not fear flame. They revel in the fear their victims experience as the victims realize the inferno will be their doom. Most of these ghouls wear pieces of flint on their rags to ignite themselves if their prey does not use fire against them.

Hungry Dead Nature. The tar ghoul doesn’t require air or sleep.

Tar Ghoul

Medium undead, neutral evil
Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 30 ft.
16 (+3) 17 (+3) 13 (+1) 11 (+0) 10 (+0) 8 (-1)

Skills Perception +2
Damage Resistances necrotic
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common, Darakhul
Challenge 4 (1,100 XP)

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.


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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