Ghoul Lord (5e Creature)

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Ghoul Lord[edit]

Medium undead, chaotic evil


Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 30 ft.


STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 13 (+1) 14 (+2) 11 (+0) 13 (+1)

Proficiency Bonus +3
Damage Resistances bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 6 (2,300 XP)


Legendary Resistance (1/Day). If the ghoul fails a saving throw, it can choose to succeed instead.

Miasma. Any creature with a good alignment that starts its turn within 10 feet of the ghoul must succeed on a DC 13 Constitution saving throw or be poisoned. A poisoned creature that ends its turn more than 10 feet from the ghoul can repeat this saving throw, ending the effect on itself on a success.

Turning Defiance. The ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

ACTIONS

Multiattack. The ghoul makes two melee attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a creature it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. A creature immune to being poisoned automatically succeeds on the saving throw. After each long rest, if the infected creature has not consumed raw flesh, both its Constitution and Charisma scores are reduced by 2 (1d4) until the disease is cured. If either score is reduced to 0 the creature dies and rises as a ghoul after 24 hours, unless it is restored to life or its body is destroyed. A lesser restoration spell or similar magic cures the disease.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. If the target is a creature other than an 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.


LEGENDARY ACTIONS

The ghoul can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ghoul regains spent legendary actions at the start of its turn.

Bite. The ghoul makes one bite attack.
Move. The ghoul moves up to half its speed.
Command Ghoul (Costs 2 Actions). One ghoul or ghast within 60 feet of the ghoul that it can see can make a bite attack, move up to half its speed, or use the Help action.

A ghoul lord, sometimes called an archghast, is a rare and powerful undead being that commands lesser undead. Ghoul lords were powerful individuals slain by ghouls or the accidental by-product of necromantic experiments and infused with a hefty dose of fiendish magic by Orcus.
The ghoul lord looks much like the common ghoul or ghast. It retains some semblance of its human form, but its skin has turned the sickly grey of rotting meat, its tongue has grown long and rasped, and its teeth and nails have become sharp and wicked instruments ideal for rending flesh and cracking bone.
Ghoul lords always have a following of lesser undead with them. These minions act under telepathic command from the ghoul lord and are absolute in their loyalty to him. A ghoul lord's band often consists of two to eight ghasts each of which commands four ghouls.

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