Ghoul

Medium undead, chaotic evil

1
Challenge Rating
200 XP

A ghoul is a repulsive and undead creature that feeds on the flesh of the living. It is often associated with decay, darkness, and the macabre. Ghouls are known to dwell in graveyards, crypts, and other desolate places where death and decay are prevalent.

Physically, ghouls resemble emaciated and feral humanoids with elongated limbs and sharp claws. Their skin is pallid and stretched tightly over their bones, giving them a gaunt and skeletal appearance. Ghouls possess glowing, malevolent eyes and often emit a foul odor of decay. Their mouths are filled with rows of jagged teeth, perfect for tearing through flesh and bone.

Ghouls are driven by an insatiable hunger for living flesh. They roam in packs, hunting and ambushing their prey under the cover of darkness. When a ghoul attacks, it unleashes its ferocity and agility, using its sharp claws and teeth to tear into its victims. Ghouls possess an uncanny resilience, able to shrug off wounds that would incapacitate a living creature.

One of the most feared aspects of ghouls is their ability to paralyze their prey. Their bite carries a potent venom that can induce paralysis in their victims, rendering them immobile and defenseless. This allows the ghouls to feast upon their incapacitated prey without resistance.

Ghouls are often associated with necromantic forces and are sometimes created through dark rituals or by the influence of powerful undead entities. They are known to be vulnerable to sunlight and certain holy symbols or items, which can repel or harm them. However, ghouls are cunning and adaptable creatures, capable of using their wits to overcome such obstacles.

Encountering ghouls can be a harrowing experience, as they represent the darker aspects of death and the fear of the unknown. Their presence is often an omen of imminent danger or an indication of sinister forces at work. Defeating ghouls requires a combination of martial prowess, magical abilities, and an understanding of their weaknesses.

Actions

  • Bite: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
  • Claws: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.

Lore

The Stream

Armor Class: 12 (DEX)
Hit Points: 22 (5d8)
Speed: 30 ft. (walk)
str
+1
13
dex
+2
15
con
+0
10
int
-2
7
wis
+0
10
cha
-2
6
Damage Immunities: poison
Condition Immunities: Poisoned, Charmed, Exhaustion
Proficiency Bonus: +2

Senses

  • Passive Perception: 10
  • Darkvision: 60′
Languages: Common
Environment: Jungle, Swamp, Underdark, Urban

Credits: SRD 5.1