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Ghoul of Khemit

Family: Ghouls

Medium undead, chaotic evil

Armor Class 13 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 16 (+3)

Damage Resistances bludgeoning, piercing, and slashing damage made with nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Challenge 3 (700 XP)

SPECIAL TRAITS

  • Carrion Stench. Any target other than the ghoul of Khemit that starts its turn within five feet of the ghoul of Khemit must succeed on a DC 14 Constitution saving throw or be poisoned until the start of the target’s next turn. On a successful saving throw, the ghoul of Khemit is immune to the Stench of all ghouls of Khemit for one hour.
  • Dreadful Gaze. When a creature that can see the ghoul of Khemit’s eyes starts its turn within 30 feet of it, the ghoul of Khemit can force it to make a DC 12 Wisdom saving throw if the ghoul of Khemit isn’t incapacitated and can see the creature. On a failure, the creature is frightened of the ghoul of Khemit for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the ghoul of Khemit until the start of its next turn, when it can avert its eyes again. If the creature looks at the ghoul of Khemit in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the ghoul of Khemit are done at disadvantage.

ACTIONS

  • Multiattack. The ghoul of Khemit makes one Bite attack and two Claw attacks.
  • Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
  • Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage and the creature must succeed at a DC 12 Constitution saving throw or suffer from flesh rot. The creature can’t regain hit points and loses 5 (1d10) hit points at every moonrise until they recover. Creatures suffering from flesh rot have disadvantage on any Charisma-based checks. A creature may attempt a DC 12 Constitution saving throw following each moonrise to recover from flesh rot, and if they succeed they are no longer affected.

ABOUT

Those in the desert lands who commit the foul crime of cannibalism are transformed into undead horrors known as ghouls of Khemit. Some are driven by desperation or madness to feast upon their fellow man while others do so out of a twisted preference for the sweetest of meats. In either case, the end result is a hunched figure with sinewy muscle and leathery skin, something more akin to beast than man, with elongated muzzles and fiercely red eyes. The stench of death hangs about them as they hunt their next meal.

Section 15: Copyright Notice
Tome of Horrors 2020, (C) 2020, Necromancer Games