Keen Smell. The ghoul has advantage on Wisdom (Perception) checks that rely on smell.
Turn Resistance. The ghoul has advantage on saving throws against any effect that turns undead.
Acid Affinity. The ghoul’s claws and bite deal an extra 1d4 acid damage (included below).
Multiattack. The ghoul makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage plus 2 (1d4) acid damage.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage plus 2 (1d4) acid damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of the ghoul’s next turn.
Acid Breath (Recharge 5–6). The ghoul exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much on a successful one.
Comments