Medium Undead, Chaotic Evil
AC 13 rotting hide    Initiative +1 (11)
HP 45 (6d8 + 18)
Speed 30 ft., Swim 20 ft.
Mod Save
STR 14 +2 +2
DEX 12 +1 +1
CON 16 +3 +5
Mod Save
INT 6 −2 −2
WIS 10 +0 +0
CHA 5 −3 −3
Skills Perception +2, Stealth +3
Resistances Necrotic, Poison
Immunities Charmed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages understands Common but cannot speak
CR 2 (XP 450; PB +2)
Traits

Brined Flesh. The ghoul’s body is soaked in shadow‑venom and pickling agents.

When hit by a melee weapon attack, the attacker must succeed on a DC 13 Constitution saving throw or take 3 (1d6) necrotic damage and have disadvantage on their next attack roll.

Meat Sense. The Brine Ghoul can detect living creatures within 30 feet that have consumed tainted meat or are shadow‑marked. It can sense their location even through walls or darkness.

Slippery Bulk. The Brine Ghoul has advantage on checks to escape grapples and can move through spaces as narrow as 1 foot wide without squeezing.

Actions

Multiattack. The Brine Ghoul makes two attacks: one with its Rotting Claws and one with its Jaw Hook.

Rotting Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 2) slashing damage + 3 (1d6) necrotic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be Poisoned until the end of its next turn.

Jaw Hook. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. If the target is Poisoned, the Brine Ghoul may grapple the target (escape DC 13) as a bonus action.

Bonus Actions

Lurching Advance The Brine Ghoul moves up to 15 feet toward a creature it can sense via Meat Sense. This movement does not provoke opportunity attacks.

Description

Brine Ghouls are the failed remnants of the Marking Feast — villagers who consumed too much shadow‑venom and were left to rot. Their flesh is bloated, pickled, and slick with brine. Their jaws have been forcibly widened and fitted with iron hooks, allowing them to latch onto prey and drag it toward the Ash Cook’s block.

They do not speak. They do not think. They only lurch, grasp, and feed.

BreezeWalnut

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