Medium or Small Undead, Chaotic Evil
AC 16 Natural Armor    Initiative +2 (12)
HP 52 (7d8 + 21)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 16 +3 +5
Mod Save
INT 7 −2 −2
WIS 12 +1 +3
CHA 10 +0 +0
Skills Perception +4, Stealth +5
Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks not made with Cold Iron Weapons
Immunities Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common Can understand but cannot speak understands Common but can’t speak
CR 4 (XP 1,100; PB +2)
Traits

Undead Nature. The agarat doesn’t require air, food, drink, or sleep.

Carrion Stench. The agarat exudes a faint, putrid odor. Any creature that starts its turn within 5 feet of the agarat must succeed on a DC 13 Constitution saving throw or have disadvantage on attack rolls until the start of its next turn.

Turn Resistance. The agarat has advantage on saving throws against any effect that turns undead.

Actions

Multiattack. The agarat makes three attacks: two with its claws and one with its bite.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) piercing damage.

Scream (Recharge 5–6). The agarat unleashes a blood-curdling scream charged with necrotic energy. Each creature within 20 feet of it that can hear the scream must succeed on a DC 14 Constitution saving throw or suffer one temporary level of exhaustion and take 18 (4d8) necrotic damage. A creature reduced to 0 hit points by this effect falls unconscious but is stable. A creature that accumulates six levels of exhaustion in this way dies instantly and rises 24 hours later as a ghoul under the agarat’s control. The exhaustion caused by this ability fades after 1d4 hours as the creature’s life force reasserts itself.

Description

An agarat is a vile, corpse-eating undead resembling a gaunt, elongated ghoul. Its jagged claws, sharp teeth, and long rasping tongue strip flesh from bone, but its true horror is its soul-draining scream, which tears at the life essence of all who hear it. Agarats are sometimes found leading packs of ghouls and ghasts in graveyards or battlefield ruins.


Encounter Notes

  • Often accompanied by ghouls (2:1 ratio) or occasionally ghasts.

  • Ghouls in its presence can’t be turned unless the agarat is also turned.

  • Commonly serves liches, vampires, or necromancers as corpse-tenders and scouts.

Habitat: Any

kingvonkille

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