Medium Undead, Chaotic Evil
Armor Class 12
Hit Points 22 (5d8)
Speed 30 ft., Swim 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Deep Speech
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

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.

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 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.

Monster Tags: undead

Jo_Schway

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