Armor Class
            
                
                    12
                
                         
            
        
        
            Hit Points
            
                
                    22
                
                
                    (5d8)
                      
            
        
        
            Speed
            
                
                    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
                
            
        
        
                Challenge
                
                    1 (200 XP)
                
            
            
            
                Proficiency Bonus
                
                    +2
                
            
        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.
Description
With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.







    
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Posted Sep 26, 2020The more I think about it, the more I wanna give these a bit "culture" they might mingle with the normal population by day, covering their bodies and faces in thick robes and veils. Sniffing out conflicts and vicious rivalries.
They use the treasure they've accumulated from burial sites, as well as their many years of gathering knowledge to gain influence and seed rumors in towns, increasing tension between factions until it escalates into open violent conflict, war!
When the dust settles, they move in to gather up the dead and have a magnificent dreadful feast.
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Posted Nov 15, 2020That’s consistent with the lore around them, they are intelligent undead after all (I’d add in strong smelling herbs and perfumes to cover their scent).
Unlike vampires, who target rulers and well-connected with their manipulations, ghouls would likely work at the street level, subverting the peace from bellow.
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Posted Nov 24, 2020that is a banshee
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Posted Feb 5, 2021Doo ont attack theese in the icebound axeholm quest! DO NOT! Especially not while they are in a bathtub.
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Posted Feb 27, 2021My playere may be doing the Axeholm quest next week so I feel like I need to hear the story behind this.
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Posted Mar 8, 2021According to the table in the DMG, these things are CR 1/4, not Cr 1. Even with the paralyzing claws, these things still feel really weak, especially as the saving throw to resist the paralysis is only DC 10, and the target can repeat the save at the end of its turns.
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Posted Mar 11, 2021- 
            
                
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Posted Apr 7, 2021Yep.
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Posted Apr 7, 2021No. They are undead.
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Posted Apr 7, 2021They are intelligent, but as much so as an orc, which isn’t much. Technically ghouls and ghasts don’t rot too, so they wouldn’t have much of a problem with smell.
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Posted Apr 7, 2021What is?
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Posted May 30, 2021Definitely true, but 2d4+2 isn't insignificant for lower-level characters. Also, these things are one of the only monsters which are going to attack a downed character without seeing them go down and get back up.
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Posted Sep 28, 2021yes
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Posted Sep 30, 2021The Elves forgave him in his time of need when the evil god (gods) abandoned him. The first ghoul was an elf that decided he wanted to eat his own kind. Thus elves are immune.
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Posted Sep 30, 2021Love it
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Posted Dec 21, 2021orcs ain't quite that smart though, and their personality is shattered when they become a ghoul.
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Posted Dec 28, 2021I am making a dungeon with Violet Fungus as a defense. Could I make the ghouls immune to necrotic damage, therefore making them immune to the Violet Fungus? I would also do the same thing with wights and wraiths.
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Posted Feb 13, 2022Are Drow immune to the paralysis?
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Posted Mar 25, 2022lore
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Posted Apr 3, 2022Imagine how derailing a party of all elves would be to a published adventure that's supposed to have an encounter with ghouls. Actually, that is easily remedied. You would know if everyone in the party was playing an elf, and you could easily swap out the "ghouls" for ghasts or zombies.