Medium Undead, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 30 ft.
STR
18 (+4)
DEX
10 (+0)
CON
17 (+3)
INT
4 (-3)
WIS
6 (-2)
CHA
6 (-2)
Saving Throws WIS +1
Damage Resistances Cold, Necrotic
Damage Immunities Poison
Senses Darkvision 60 ft., Passive Perception 8
Languages Understands the languages it knew in life but can’t speak
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Turn Immunity. The Ghoul is immune any effect that turns undead.

Greeds Curse. Until the challenged completes the Ghoul's challenge the Ghoul's health can't drop below 1 hit point instead of 0.

Undead Nature. The Ghoul doesn't require air, food, drink, or sleep.

I pick the drinks, you knock 'em back: The Ghoul randomly selects a target at the DM's discretion and challenges them to a drinking contest. The challenged must complete the contest or be attacked by the Ghoul until their death. 

Actions

Multiattack: The Ghoul makes two attacks: one with its Claw and one with its Wail, Soul Drain or Ghoul Revolver.

Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. The target must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of the Ghoul's next turn.

Wail (Recharge 5-6): The Ghoul emits a haunting wail. Each creature within 30 feet of the Ghoul must make a DC 13 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Soul Drain: Melee Spell Attack: +4 to hit, reach 10 ft., one target. Hit: 14 (4d6) necrotic damage and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Ghoul Revolver: Ranged Weapon Attack: +8 to hit, range 5/100 ft., one target per shot. Hit: 1d10 piercing and 2d4 necrotic

Bonus Actions

Ethereal Form: As a bonus action, the Ghoul can become ethereal until the start of its next turn. While in this form, it can move through other creatures and objects as if they were difficult terrain.

Legendary Actions

Legendary Actions: The Ghoul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Ghoul regains spent legendary actions at the start of its turn.

  • Move: The Ghoul moves up to its speed without provoking opportunity attacks.
  • Paralyzing Gaze (Costs 2 Actions): The Ghoul targets one creature it can see within 30 feet of it. The target must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the Ghoul's next turn.
  • Spectral Drain (Costs 3 Actions): The Ghoul uses its Soul Drain ability.
Mythic Actions

Ghoul's Drink with the Living Dead Challenge

  1. The Ghoul rolls 1d6 to determine the drink for the first round.
  2. Both the Ghoul and the challenged individual roll Constitution saving throws according to the determined drink's DC.
  3. Repeat this process for a total of 5 rounds, with each participant making their saves for each drink determined by the Ghoul's roll.

Outcome:

  • If the challenged individual fails to make the Constitution saving throw for all 6 drinks, they succumb to the challenge and perish.
  • If the Ghoul fails more saving throws than the challenged individual throughout the contest, the Ghoul is defeated and vanishes in a puff of ash.
  • If the challenged individual fails more saving throws than the Ghoul throughout the contest, the Ghoul will immediately attack the challenged individual after 6 drinks.
  • If there is a tie the Ghoul and the Challenged will continue until the tie is broken.

Drinking Table

Roll a d6 to determine the drink:

  1. Ale

    • Constitution Save DC: 10
    • Description: A standard ale, commonly found in taverns. Moderate in strength.
  2. Dwarven Whiskey

    • Constitution Save DC: 12
    • Description: A thick and potent brew favored by dwarves. Packs a punch.
  3. Elven Vodka

    • Constitution Save DC: 14
    • Description: A delicate and refined wine with a subtle kick. Often served at elegant gatherings.
  4. Firewater Rum

    • Constitution Save DC: 16
    • Description: A fiery and intense liquor known for its strong burning sensation. Not for the faint-hearted.
  5. Dragon's Breath Gin

    • Constitution Save DC: 18
    • Description: An incredibly potent and rare rum rumored to contain the essence of dragonfire. Consuming it feels like breathing fire.
  6. Mystery Brew Taquila

    • Constitution Save DC: 15 (roll 1d4 for a random effect)
      • 1: Healing Brew - Restore 1d4 hit points.
      • 2: Confusion Brew - Make a Wisdom saving throw (DC 12) or be confused for 1 minute.
      • 3: Liquid Courage - Gain advantage on Charisma checks for 1 hour.
      • 4: Poisonous Brew - Take 1d6 poison damage.

Constitution Saving Throws:

  • If a character consumes a drink, they must make a Constitution saving throw against the specified DC. On a failed save, they might suffer the effects of drunkenness or any other consequences associated with the drink.
  • The DCs provided are just a guideline and can be adjusted based on the character's constitution, the situation, or the DM's discretion.

Remember, excessive drinking can lead to inebriation, which might impact a character's abilities or behavior. Drink responsibly (or not, if it's part of the adventure)!

Description

The Ghoul appears as a spectral figure draped in tattered remnants of elegant attire. Its eyes are hollow, glowing with a faint greenish hue, and its movements carry an eerie grace. This undead creature exudes an aura of sorrow and despair, drawing in unsuspecting victims with its haunting presence. If asked it spins the tale of why it haunts the lands, "My name is Stanton Cree and I died three years before. I shot a man to steal his drink, at least that's what they hung me for. Now I'm cursed to walk the earth and challenge every night, a man to match me drink for drink or by the bullet die." (Drink with the Living Dead by Ghoultown, 2008).

Lair and Lair Actions

Lair Actions: In its lair, the Ghoul can manipulate shadows and ghostly apparitions, creating illusions to disorient intruders and bolster its attacks. It can summon lesser undead creatures to aid in its defense or weave necrotic barriers to protect itself.

Monster Tags: undead

Habitat: Grassland

BFett

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