Sunlight Sensitivity. While in sunlight, the ghoul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Psionic Sense. The ghoul can sense the exact location of creatures with an Intelligence score of 8 or higher, that are within 60 feet of the ghoul.
Waking Disease. Creatures afflicted with Waking Disease from the ghoul will have the following effect upon the afflicted. Each hour after affliction, the creature must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. If a creature dies while afflicted with White Disease, they arise as a Contagion Zombie (See Contagion Zombie) in 1d4 rounds.
Multiattack. The ghoul makes three attacks, only one of which can be a bite attack.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., a creature that is grappled by the ghoul, incapacitated, or restrained. Hit: 5 (1d6 + 2) piercing damage plus 3 (1d6) necrotic damage. If the target is a creature other than a construct or undead, it must succeed on a DC 10 Constitution saving throw or be afflicted with Waking Disease.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. plus 3 (1d6) psychic damage. If the target is a creature other than a construct or undead, it must succeed on a DC 12 Intelligence saving throw or be stunned 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
With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
These ghouls prefer to prey upon creatures of above average intelligence.
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