Medium Undead, Chaotic Evil
Armor Class 12 Natural
Hit Points 22 (5d8)
Speed 30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
10 (+0)
INT
7 (-2)
WIS
10 (+0)
CHA
6 (-2)
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) 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.

Corrupted blood. When the blood ghoul is killed with piercing, bludgeoning, slashing, force, or thunder damage, it explodes sending corrosive necrotic fluid in a 15ft radius around it. Any creatures or players in range must make a DC 12 Dexterity saving throw or suffer 7 (2d4) Nectrotic damage and have their maximum hit points reduced by half the damage taken rounded up.

Description

With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. These ghouls have been touched by dark magic, covered in bulbous tumors filed with dark necrotic fluid, they explode upon death sending the corrosive necrotic fluid all around them in a gruesome mist, burning the skin and sickening the body of those caught in the spray.

Previous Versions

Name Date Modified Views Adds Version Actions
12/4/2024 2:11:52 PM
18
6
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