Assassinate. During its first turn, the ghoul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the ghoul scores against a surprised creature is a critical hit.
Evasion. If the ghoul is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ghoul instead takes no damage if it succeeds on the save, and only half damage if it fails.
Sneak Attack (1/Turn). The ghoul deals an extra 28 (8d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the ghoul that isn't incapacitated and the ghoul doesn't have disadvantage on the attack roll.
Multiattack. The ghoul makes three kusarigama attacks, or it makes two attack with its claws and one attack with its bite.
Kusarigama. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 11 (1d12 + 5) slashing damage.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 5) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 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.
Description
Some ghouls are so cunning in life that they are able to retain much of their wits even in undeath. These clever ghouls aren't able to inspire other ghouls the way that a ghast can, and they rarely wish to follow the lead of one either. As a result, they act alone, honing their skills over their eternal undeath until they are fearsome assassins, able to hunt down any prey and hide from any danger to continue feeding however they desire.
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