Frozen Aura. Any creature that comes within 5 feet of the ar-ghoul takes 6 points of cold damage and must succeed on a DC 12 Constitution saving throw or have their movement reducted by 50% until the start of its next turn. Those with resistance to cold are not affected by the movement reduction affect.
Turning Defiance. The ar-ghoul advantage on saving throws against effects that turn undead if in their icy lair or any cold climate.
Multiattack. The arghule makes three attacks, one with its bite and two with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 +2) piercing damage + 4 (1d6) cold damage. The damage taken from an ar-ghule's bite reduce its target's maximum hit points by the same amount until a long rest is taken. Anyone who goes to 0 hit points by an ar-ghule bite is dead and will rise as an ar-ghule in 2-3 days as long as the temperature is below 0 celcius.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 6 (1d6 +2) piercing damage + 4 (1d6) cold damage.
Icy Heart (Recharge 4–6). As its bonus action, the ar-ghoul makes a squeezing motion with its right hand and a creature of its choice has its heart frozen taking 14 (3d8) cold damage.
Description
A gaunt and pale figure wanders the icy cold of the far north searching for the flesh of the living. Behind him, a pack of ghouls scrambles hungrily searching for prey.
Ar-ghules roam the icy wastes of cold climates or live in the underdark where they make their own icy lair. Ar-ghules are small withered humanoid undead creatures. They are more than pale, they are nearly completely white with pure blue eyes. They prey on humanoids both to feed and to reproduce.
Ar-ghules often lead groups of lesser undead that are not affected by their frozen surroundings, such as skeletons or shadows.
Lair and Lair Actions
The ar-ghoul's lair is usually an arctic hollow or frozen cave. In its lair, the ar-ghoul moves normally, but all others treat the icy lair as difficult terrain.
Lair Actions
Treacherous Ground. Once per round, the ar-ghoul can force a moving character to make a DC 15 Dexterity roll or fall prone and be unable to move for the rest of that character's turn. This ability does not take an action, bonus action or reaction.
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