Medium Undead, Unaligned
Armor Class 13 Natural Armor
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
6 (-2)
WIS
10 (+0)
CHA
4 (-3)
Skills Stealth +0
Damage Resistances Radiant
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common, Primordial
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Actions

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.

ThePowersMattBe

Comments

Posts Quoted:
Reply
Clear All Quotes