Ghoul, Darkness

Family: Ghouls

Medium undead, chaotic evil

Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 9 (-1) 10 (+0) 16 (+3)

Skills Stealth +5 (+7 in dim light or darkness)
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common, Umbral
Challenge 4 (1,100 XP)

Special Traits

  • Shadow Stealth. While in dim light or darkness, the ghoul can take the Hide action as a bonus action.
  • Sunlight Weakness. While in sunlight, the ghoul has disadvantage on attack rolls, ability checks, and saving throws.

Actions

  • Multiattack. The ghoul makes two attacks, one with its bite and one with its claws.
  • Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or an undead, it must succeed on a DC 12 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.
  • Shadow Bolt. Ranged Spell Attack: +5 to hit, range 60 ft., one creature. Hit: 17 (5d6) cold damage. The target must succeed on a DC 13 Constitution saving throw or become blinded 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.
Section 15: Copyright Notice

Courts of the Shadow Fey © 2019 Open Design LLC; Authors: Wolfgang Baur & Dan Dillon.