Blood Hunger. If the ghoul starts its turn within 60 feet of at least one creature with blood that has no more than half of its hit points remaining, the ghoul must succeed on a DC 13 Wisdom saving throw or else spend its turn trying to get close to and attack the nearest such creature.
Stench. Any creature that starts its turn within 30 feet of the ghoul must succeed on a DC 15 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghoul's Stench for 24 hours.
Turn Resistance. The ghoul has advantage on saving throws against any effect that turns undead.
Giant Hybrid. The ghoul is also a giant.
Multiattack. The ghoul makes two claw attacks and one bite or swallow attack. If both claw attacks hit the same target, the ghoul has advantage on its bite attack against that target during the same turn.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 25 (3d12 + 6) piercing damage. If the target is Medium or smaller, it is also grappled (escape DC 15). Until this grapple ends, the target is restrained, and the ghoul can't bite another target.
Swallow. The ghoul makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the ghoul, and it takes 10 (3d6) acid damage at the start of each of the ghoul's turns.
If the ghoul takes 20 damage or more on a single turn from a creature inside it, the ghoul must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the ghoul. If the ghoul dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw 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.
Rock. Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. Hit: 28 (4d10 + 6) bludgeoning damage.
Description
A necromancer who calls on the aid of Orcus directly is able, with the proper rituals and enough magical power, to raise a dead hill giant as an undead ghoul.
Orcus has long sought to make the hill giants into an army of ghouls for his own purposes. Hill giants have a widespread inclination toward hunger and gluttony, and their culture and religion even venerate such things. As a result, they make more voracious ghouls than almost any other living creature.
Hill giants that have been turned to ghouls, whether by a necromancer or some other source, rarely stay in one place for long. Those who create such a giant ghoul are usually one of its first meals, and once untethered, these giant ghouls wander the countryside devouring anything and everything that has living flesh.
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