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Returning 35 results for 'space ghouls'.
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space ghoul
Monsters
Ravenloft: The Horrors Within
unoccupied space within 5 feet of the gug. If the gug dies, a target is no longer Restrained and can escape from the gug using 5 feet of movement, exiting with the Prone condition.Gugs are gigantic
, subterranean horrors with heads split by toothy, vertical maws. They are stealthy predators that favor humanoid prey. Gugs fear and hate Ghoul;ghouls, perhaps because they compete to dominate the hidden
Monsters
Mordenkainen Presents: Monsters of the Multiverse
become ghoul;ghouls and zombie;zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
Yeenoghu
Legacy
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Monsters
Out of the Abyss
, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnoll;gnolls, hyena;hyenas, and ghoul;ghouls, and there are few structures or signs
the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8);{"diceNotation":"6d8","rollType":"damage","rollAction":"Iron Spike
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnoll;gnolls, hyena;hyenas, and ghoul;ghouls (see the Monster Manual
. Yeenoghu causes an iron spike—5 feet tall and 1 inch in diameter—to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges
Strahd von Zarovich
Legacy
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Monsters
Curse of Strahd
actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a
space, the mist can do so without squeezing, and he can’t pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Hidden under these bone heaps are eight ghouls, two in each pile.
Equipment. Rusted operating tools and dried-up alchemist’s supplies (no longer potent) cover five wooden trestle tables in the middle of
. A copper canister lies on the floor beneath it.
Muiral made the ghouls using the corpses of adventurers and drow. The ghouls burst forth and attack if creatures other than Muiral search the room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Hidden under these bone heaps are eight ghouls, two in each pile.
Equipment. Rusted operating tools and dried-up alchemist’s supplies (no longer potent) cover five wooden trestle tables in the middle of
. A copper canister lies on the floor beneath it.
Muiral made the ghouls using the corpses of adventurers and drow. The ghouls burst forth and attack if creatures other than Muiral search the room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Hidden under these bone heaps are eight ghouls, two in each pile.
Equipment. Rusted operating tools and dried-up alchemist’s supplies (no longer potent) cover five wooden trestle tables in the middle of
. A copper canister lies on the floor beneath it.
Muiral made the ghouls using the corpses of adventurers and drow. The ghouls burst forth and attack if creatures other than Muiral search the room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Hidden under these bone heaps are eight ghouls, two in each pile.
Equipment. Rusted operating tools and dried-up alchemist’s supplies (no longer potent) cover five wooden trestle tables in the middle of
. A copper canister lies on the floor beneath it.
Muiral made the ghouls using the corpses of adventurers and drow. The ghouls burst forth and attack if creatures other than Muiral search the room
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Orcus transforms his followers into undead creatures such as ghouls and wights. Sometimes he needs his followers to retain their mortal forms, to more easily infiltrate a kingdom or city. He grants rank
its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Orcus transforms his followers into undead creatures such as ghouls and wights. Sometimes he needs his followers to retain their mortal forms, to more easily infiltrate a kingdom or city. He grants rank
its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Orcus transforms his followers into undead creatures such as ghouls and wights. Sometimes he needs his followers to retain their mortal forms, to more easily infiltrate a kingdom or city. He grants rank
its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Orcus transforms his followers into undead creatures such as ghouls and wights. Sometimes he needs his followers to retain their mortal forms, to more easily infiltrate a kingdom or city. He grants rank
its space while it isn’t incapacitated. The aura is blocked by total cover. While in the aura, the creature and any friendly undead are immune to the frightened condition and have resistance to radiant damage. Enemies suffer disadvantage on death saving throws while in the aura.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20
diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20
diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20
diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
predators that favor humanoid prey. Gugs fear and hate ghouls, perhaps because they compete to dominate the hidden necropolises and charnel depths of the Underdark, or for reasons related to a curse that
unoccupied space within 5 feet of the gug. If the gug dies, a target is no longer Restrained and can escape from the gug using 5 feet of movement, exiting with the Prone condition.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20
diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20
diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20
diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
predators that favor humanoid prey. Gugs fear and hate ghouls, perhaps because they compete to dominate the hidden necropolises and charnel depths of the Underdark, or for reasons related to a curse that
unoccupied space within 5 feet of the gug. If the gug dies, a target is no longer Restrained and can escape from the gug using 5 feet of movement, exiting with the Prone condition.
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
predators that favor humanoid prey. Gugs fear and hate ghouls, perhaps because they compete to dominate the hidden necropolises and charnel depths of the Underdark, or for reasons related to a curse that
unoccupied space within 5 feet of the gug. If the gug dies, a target is no longer Restrained and can escape from the gug using 5 feet of movement, exiting with the Prone condition.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20
diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lair is a place of blood and death, populated by gnolls, hyenas, and ghouls, and there are few structures or signs of civilization on his layer of the Abyss. Lair Actions On initiative count 20
diameter — to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
predators that favor humanoid prey. Gugs fear and hate ghouls, perhaps because they compete to dominate the hidden necropolises and charnel depths of the Underdark, or for reasons related to a curse that
unoccupied space within 5 feet of the gug. If the gug dies, a target is no longer Restrained and can escape from the gug using 5 feet of movement, exiting with the Prone condition.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
shambling mound and prompts it to attack. It pursues prey beyond the room but won’t leave the dungeon. It can move through tunnels without squeezing and completely fills its space. At the start of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
shambling mound and prompts it to attack. It pursues prey beyond the room but won’t leave the dungeon. It can move through tunnels without squeezing and completely fills its space. At the start of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
shambling mound and prompts it to attack. It pursues prey beyond the room but won’t leave the dungeon. It can move through tunnels without squeezing and completely fills its space. At the start of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
shambling mound and prompts it to attack. It pursues prey beyond the room but won’t leave the dungeon. It can move through tunnels without squeezing and completely fills its space. At the start of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
small portion of his power. The least of these become ghouls and zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who
rise as skeletons, zombies, or ghouls (all appear in the Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair. Regional Effects The region containing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
small portion of his power. The least of these become ghouls and zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who
rise as skeletons, zombies, or ghouls (all appear in the Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair. Regional Effects The region containing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
small portion of his power. The least of these become ghouls and zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who
rise as skeletons, zombies, or ghouls (all appear in the Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair. Regional Effects The region containing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
small portion of his power. The least of these become ghouls and zombies (both appear in the Monster Manual) that serve in his legions, while his favored servants are the cultists and necromancers who
rise as skeletons, zombies, or ghouls (all appear in the Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair. Regional Effects The region containing
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
alliance to destroy a nearby town for more living space.
5 The acidic bile of a black dragon is the only substance able to melt the lock of a despot’s vault.
6 A potent artifact is rumored
.
3 A pack of ghouls infesting a necropolis serve as a young black dragon’s bodyguards and enforcers.
4 A young black dragon has cultivated an awakened carnivorous plant (use the awakened
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
alliance to destroy a nearby town for more living space.
5 The acidic bile of a black dragon is the only substance able to melt the lock of a despot’s vault.
6 A potent artifact is rumored
.
3 A pack of ghouls infesting a necropolis serve as a young black dragon’s bodyguards and enforcers.
4 A young black dragon has cultivated an awakened carnivorous plant (use the awakened