Medium Undead, Chaotic Evil
Armor Class 13
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
8 (-1)
WIS
14 (+2)
CHA
6 (-2)
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Tremorsense 30 ft. (Blind beyond this point), Passive Perception 12
Languages Common, Undercommon
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Keen Smell. The bilemaw has advantage on Wisdom (Perception) checks that rely on smell.

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 3) piercing damage, plus 9 (2d8) poison damage. If the target is a creature, it is grappled (escape DC 11). Until this grapple ends, the target is restrained and the bilemaw can't use its bite against another target. 

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 14 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.

Bile (Recharge 5-6). The bilemaw spews black bile in a 20-foot cone. Creatures in the area must make a DC 14 Constitution saving throw, taking 27 (6d8) poison damage and becoming poisoned for 1 minute on a failed save. On a success, the creature takes half as much damage and isn't poisoned. While poisoned in this way, a creature has disadvantage on saving throws against being paralyzed.

Description

An amalgam of traits from various sources, bilemaw ghouls constrict live prey with their prehensile tongues while toxins in their saliva wear away at their defenses.

Habitat: SwampUnderdarkUrban

Trowbridge92

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