AC: 12
Hit Points 89
Speed 30ft
Str 18 (+4)
Dex 12 (+1)
Con 12 (+1)
Int 8 (−1)
Wis 10 (+0)
Cha 8 (−1)
Saving Throws: Str +6, Con +3
Damage Vulnerabilities: radiant
Damage Resistances: necrotic
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, paralyzed, poisoned
Senses darkvision: 60ft, passive Perception: 10
Languages: Common
Challenge: 3 (200 XP)
Multiattack
The Ghoul can do two attacks one Claw and one Bite
Actions
Claws:
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) 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.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage. The target must succeed on a DC 13 Constitution saving throw or it contracts the Ghoul Fever.
Ghoul Fever
At the time of the contraction the target loses 1d4 Constitution and Dexterity.
Every hour the target repeats the DC 13 Saving throw, if the target accumulates 3 fails the disease is now completely on the target system, if the target accumulates 3 successes the disease is now gone.
If the target dies while fighting against the disease or after falling the target becomes a Ghoul.
A lesser restoration spell can cure the Ghoul Fever.
Characters immune to disease don’t contract the Ghoul Fever.
Traits
Blood Frenzy
The Ghoul has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Undead Fortitude
If damage reduces the Ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Ghoul drops to 1 hit point instead.
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