Sense Magic. The ghoul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
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 poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Description
Certain chuuls possess the ability to reanimate those that were slain while suffering from their poison. These ghouls slavishly obey the chuuls, just as the chuuls compulsively obey their ancient aboleth masters.
To resilient folk like dwarves and stout halflings, the chuul ghoul's claws are somewhat less effective, as their power is poisonous in nature. To others, however, they are just as potent as usual, and their ability to swim as well as sense the presence of magic makes them formidable allies for their aberrant creators.
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