5e SRD >Gamemastering >Monsters & Foes >Monsters By Type >Undead >

Ghul Noble

Large undead, chaotic evil

Armor Class 16 (natural armor)
Hit Points 187 (22d10 + 66)
Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 15 (+2) 16 (+3) 20 (+5)

Saving Throws Wisdom +7, Charisma +9
Skills History +6, Intimidation +9, Perception +7, Stealth +7
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver
Damage Immunities acid, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 17
Languages Common, Infernal, Primordial, telepathy 120 ft.
Challenge 12 (8,400 XP)

Special Traits

  • Elemental Demise. If the ghul noble dies, its body disintegrates into a warm, putrid breeze, leaving behind only the equipment it was wearing or carrying.
  • Genie-kin. Ghul nobles are undead djinn and are considered genies even though their type is undead.
  • Magic Weapons. The ghul noble’s weapon attacks are magical.
  • Turning Defiance. The ghul noble and any ghuls within 30 feet of it have advantage on saving throws against effects that turn undead.
  • Wrongful Demise. As a bonus action, the ghul noble can force its anger and resentment at its wrongful demise into a creature within 30 feet. The target must succeed on a DC 17 Charisma saving throw or use its reaction to make one attack against a creature of the ghul noble’s choice within 5 feet of the target.
  • Undead Nature. A ghul doesn’t require air, food, drink, or sleep.

Actions

  • Multiattack. The ghul noble makes three melee attacks, but can use its Bite and Claws attacks only once each.
  • Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage. A genie slain by this attack rises 24 hours later as a ghul under the ghul noble’s control, unless the genie is restored to life or its body is destroyed. The ghul noble can have no more than four ghuls under its control at one time.
  • Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 15 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.
  • Scimitar. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
  • Paralyzing Spit (recharge 5–6). The ghul noble spits paralyzing saliva in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw. On a failure, a creature takes 45 (10d8) acid damage and is paralyzed for 1 minute. On a success, a creature takes half the damage and isn’t paralyzed. A paralyzed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Invisibility. The ghul noble magically turns invisible until it attacks or uses its Paralyzing Spit, or until its concentration ends (as if concentrating on a spell). Any equipment the ghul noble wears or carries is invisible with it.

Reactions

  • Parry. The ghul noble adds 3 to its AC against one melee attack that would hit it. To do so, the ghul noble must see the attacker and be wielding a melee weapon.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene