Ghul
Tome of Beasts 2
(1,800 XP)
Robinloft Estimated
CR
4
Armor Class
15 (natural armor)
Hit Points
105 (14d8+42)
Speed
30 ft., fly 30 ft.
STR
16
(+3)
DEX
15
(+2)
CON
16
(+3)
INT
10
(+0)
WIS
10
(+0)
CHA
15
(+2)
Saving Throws
—
Skills
—
Damage Resistances
cold, fire, lightning, necrotic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, petrified, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Common
Environments
Paralyzing Throes.
When the ghul dies, it explodes in a puff of noxious smoke. Each creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn.
Turn Resistance.
The ghul has advantage on saving throws against any effect that turns undead.
Variable Immunity.
As a bonus action, the ghul changes one of its damage resistances to immunity to that type of damage until the start of its next turn.
Innate Spellcasting.
The ghul's innate spellcasting ability
is Charisma
(spell save DC 13,
+5 to hit with spell attacks).
It can innately cast the following spells,
requiring no material components:
At will:
chill touch,
fire bolt,
ray of frost,
shocking grasp
3/day each:
fog cloud,
misty step
1/day each:
blur,
fireball,
gaseous form,
stinking cloud
Actions
Multiattack.
The ghul makes two attacks with its claws.
Claws.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 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.
Ghul
Not yet described
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