Torchlight. The Burning Ghul sheds bright light in a 10 foot radius and dim light in an additional 10 foot radius.
Smolder. A creature grappling or grappled by a Burning Ghul takes 2d4 + 2 fire damage at the start of its turn per Burning Ghul that is grappling/grappled-by it.
Extinguishable. If a Burning Ghul is ever completely submerged in water or buried in sand, dirt, or another material sufficient to completely smother its fire, it loses half its hit points and becomes a Ghoul.
Fire-Tainted Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage and 7 (2d4 + 2) fire damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw against poison 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 toxic capabilities that survived their incineration, the Burning Ghul is the weakest of those burning dead that are not mindless.
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