Ghoul, Cinder

Family: Ghouls

Large undead, chaotic evil

Armor Class 15
Hit Points 75 (10d10+20)
Speed 0 ft., fly 40 ft. (hover)

16 (+3) 20 (+5) 15 (+2) 4 (-3) 12 (+1) 19 (+4)

Saving Throws Wis +4
Skills Perception +7
Damage Vulnerabilities cold
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered.
Damage Immunities fire, poison, necrotic
Condition Immunities exhaustion, poisoned, prone
Senses darkvision 60 ft., passive Perception 17
Languages Kirkut (cannot speak)
Challenge 7 (2,900 XP)


  • Limited Gaseous Form. The cinder ghoul cannot fit through narrow gaps, but it can fit through a space as if it were Small sized without squeezing. A cinder ghoul cannot enter water or other liquid. It is not ethereal or incorporeal and is affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can’t disperse or damage a cinder ghoul. Because it contains burning embers and small bits of perpetually smoldering flesh, a cinder ghoul has disadvantage when making a Dexterity (Stealth) check, even when attempting to hide in an area of mist, smoke, or other gas.
  • Magical Resistance. The cinder ghoul has advantage on saving throws against spells and other magical effects.


  • Multiattack. The cinder ghoul makes one slam attack and uses its smoke inhalation ability.
  • Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) bludgeoning damage and 4 (1d8) fire damage. A creature damaged by this attack must make a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Smoke Inhalation. The cinder ghoul attempts to force some of its smoky form into the lungs of a living creature within 5 feet. The target must then make a successful DC 16 Constitution saving throw or inhale part of the creature. On a failure, the target takes 9 (2d8) fire damage and 9 (2d8) necrotic damage and is poisoned until the end of its next turn. On a success, the target only takes half as much damage, and is not poisoned.


Slain by the actual impact of the Burning Star long ago, these creatures burn in perpetual torment, their charred flesh and bone still wreathed in the fires that killed them. When encountered with radioactive combusted they take charge of the pack, but they employ little strategy, simply charging to burn their foes to cinders at any cost. They are unable to suppress their burning form, so they are much easier to spot as they approach across the low rises of the plains.

Section 15: Copyright Notice

Aegis of Empires Adventure Path © 2021, Legendary Games; Authors: Greg A. Vaughan, Matt Goodall, Steve Helt, Tom Knauss, Anthony Pryor, Alistair J. Rigg, and Jeffrey Swank; based on original material by Greg A. Vaughan.

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