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. The target must succeed on a DC 15 Constitution saving throw or be paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Piercing Scream. When this creature is attacked, it can release a loud screaming, forcing other monsters of it's type to target the creature that attacked it.
The alpha ghoul can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The alpha ghoul regains spent legendary actions at the start of its turn.
Acid Spray. Ranged Weapon Attack: +4 to hit, reach 15ft. cone. Hit: 14 (3d8) acid damage. Any creature hit must succeed on a DC 18 Constitution saving throw or be paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Sickening Houl (Costs 2 actions). Any creature that is not a ghoul must succeed a DC 18 Charisma saving throw or be frightened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pack's Loyalty (Costs 2 actions). The alpha ghoul orders any other ghoul in combat to target a specific creature. Until that creature dies, all ghouls will attack the target.
Description
With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. Every pack of ghouls has an alpha ghoul, making sure that it's pack eats well every night. It's much more cunning than an average ghoul, able to make plans and command other ghouls.
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