Laughing Ghoul (5e Creature)
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Laughing Ghoul[edit]
Medium undead, chaotic evil Armor Class 12
Proficiency Bonus +2 Cackling. Any creature that starts its turn within 30 feet of the ghoul and can hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the start of its next turn. On a successful saving throw, the creature is immune to the ghoul's cackling for 24 hours. ACTIONSBite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage. In addition, the creature must make a DC 12 Constitution saving throw or be infected with cackle fever. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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. REACTIONSDisrupt Concentration. If a creature within 60 feet of the ghoul casts a spell, the ghoul cackles menacingly at it. The creature must succeed on a DC 12 Constitution saving throw or waste the spell and have its concentration broken. |
Sometimes, when a ghoul is created, a freak occurrence causes it to become a laughing ghoul. Laughing ghouls endlessly crack jokes and sing nonsensical songs, even if they're the only ones who find them funny. The ghoul's jests and japes may be cheery at first, but they invariably turn dark and they frequently make light of serious subjects. |
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