Bilemaw Ghoul

Medium undead, chaotic evil

Armor Class 13
Hit Points 90 (12d8 + 36)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 16 (+3) 8 (-1) 14 (+2) 6 (-2)

Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blind, tremorsense 30 ft., passive Perception 12
Languages Common, Undercommon
Challenge 5 (1,800 XP)

Special Traits

  • Keen Smell. The bilemaw has advantage on Wisdom (Perception) checks that rely on smell.

Actions

  • Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage, plus 9 (2d8) poison damage. If the target is a creature, it is grappled. Until this grapple ends, the target is restrained and the bilemaw can’t use its bite against another target.
  • Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 14 Constitution saving throw, or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Bile (Recharge 5-6). The bilemaw spews black bile in a 20-foot cone. Creatures in the area must make a DC 14 Constitution saving throw, taking 27 (6d8) poison damage and becoming poisoned for 1 minute on a failed save. On a success, the creature takes half as much damage and isn’t poisoned. While poisoned in this way, a creature has disadvantage on saving throws against being paralyzed.

About

An amalgam of traits from various sources, bilemaw ghouls constrict live prey with their prehensile tongues while toxins in their saliva wear away at their defenses.

Section 15: Copyright Notice

Ultimate Bestiary: The Dreaded Accursed, Copyright 2020, Chris Haskins, Nord Games LLC.

This is not the complete license attribution - see the full license for this page