Alghoul (5e Creature)

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Medium undead, chaotic evil

Armor Class 14 (natural armor)
Hit Points 54 (12d8)
Speed 35 ft.

13 (+1) 12 (+1) 10 (+0) 12 (+1) 11 (+0) 6 (-2)

Saving Throws Str +3
Proficiency Bonus +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Challenge 1/2 (100 XP)

Pounce. If the alghoul moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the alghoul can make one bite attack against it as a bonus action.

Sure-Footed. The alghoul has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.


Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage and the alghoul regains 3 (1d6) hit points.

Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Spines. Each creature within 5 feet of the alghoul must succeed on a DC 11 Dexterity saving throw or take 7 (2d6) piercing damage.

"Ozzrel", drawn by Bartłomiej Gaweł

Alghouls, while can be found alone, many more can be found within packs of normal ghouls, leading them and using them to their advantage. They will generally try to have the normal ghouls distract you, while sneaking up behind and pouncing.
Alghouls differ from normal ghouls in size, strength, coloring, and, most importantly, intelligence. Whereas ghouls and graveirs are primitive creatures unfit to plan even the simplest ambush, alghouls and their kindred (such as cemetaurs) are capable of forethought, and are thus much more dangerous.
Whilst alone, the alghoul will stay moving. They are swift creatures, and dangerous, even alone. They will stay moving, and use their spines to their advantage, luring multiple enemies in before releasing them.

(one vote)

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