Blood Form. The ghoul can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghoul or hits it with a melee attack while within 5 feet of it takes 5 (1d10) necrotic damage. In addition, the ghoul can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 5 (1d10) necrotic damage.
Keen Smell. The ghoul has advantage on Wisdom (Perception) checks that rely on smell.
Regeneration. The ghoul regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The ghoul dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The ghoul makes two Blood Leech attacks.
Blood Leech. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. The ghoul regains hit points equal to half the necrotic damage dealt. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or contract ghoul fever (see in description below) and if it is a creature other than an elf or undead, it is 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.
Bloody Barrage (Recharge 5-6). The ghoul flings unholy, necrotic droplets of blood from its arms in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Ghouls subjected to great amounts of necrotic energy can twist, liquefy, and transform into sentient blobs of blood. Blood ghouls crave to siphon the blood of living creatures, drinking their life and experiences. Blood ghouls stalk through and hide in tight spaces, moving through cracks so they remain unseen until they find prey to ambush. Powerful necromancers create blood ghouls for their unique ooze like traits and great regenerative capabilities. Because of the blood ghouls being infused with great amounts of condensed necrotic energy, necromancers and other wicked creatures often use them to store that energy in one place, to be used as fuel for powerful rituals, or to siphon their great unholy energies for their own.
Ghoul Fever.
Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can’t be removed until the victim recovers from ghoul fever. A creature that has recovered from ghoul fever regains 5 of its hit point maximum after every long rest. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage.
Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with ghoul fever, roll 1d20, add the creature's current Constitution modifier, and find the result below to determine what undead form the victim’s body rises in:
| ROLL | RESULT |
|---|---|
| 1-9 | None; the victim is simply dead |
| 10-16 | Ghoul, if the creature had ten hit die or more, it instead rises as a Dread Ghoul |
| 17-20 | Ghast, if the creature had thirteen hit die or more, it instead rises as a Dread Ghast |
| 21+ | Ghoul Brute, if the creature had seventeen hit die or more, it instead rises as a Ghast Pack Alpha |
If the creature possessed class levels in life, then it might retain them in undeath. For example, a low level spellcaster might rise as a Ghoul Mage Apprentice.
Previous Versions
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11/29/2022 3:48:09 PM
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11/29/2022 5:36:48 PM
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3/29/2023 8:09:18 PM
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3/30/2023 1:51:13 PM
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4/12/2023 7:55:02 AM
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