Special Trait Name. Unwilling to die. Upon dropping to 0 hp the blood ghoul makes a dc 10 con save on a successful save it rises with half its hp. This save increases in difficulty by 5 each time and the amount of hp regains is halved each time
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Multiattack the blood ghoul makes 3 attacks.
Action Claw. Melee Weapon Attack: sweeping claw does 1d4+3 slashing damage target makes a dc 12 con save or takes an additional 1d4 necrotic damage
Action Bite. Melee weapon attack: does 1d6+3 piercing target makes a dc12 strength save on a failed saved the targets takes 1d4 necrotic damage and the blood ghoul gains that many hp. This attack consumes two actions
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Summoning undead is easier than one might think. Controlling them is the hard part. Often summoned undead have limitations and restrictions placed on the by spells such as animate dead. This is not the case for True Ghouls. True Ghouls are uninhibited undead and move with the full speed and power of their body without the natural limitations of the brain. I’m addition they can consume aspects of their victims and are infectious to others. Even to other undead. When true ghouls mingle with vampires the product is the Blood Ghoul. Truely the most terrifying predator. With the unnatural speed of a vampire and sturdiness of a zombie may the gods help any poor adventurer unfortunate enough to stumble upon one or worse a pack.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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