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Ghouls

A
ll undead are driven by a hunger of some kind, Horde Ghoul Tactics
some desire typically perverted from a purer
one they had in life; one who craved Horde ghouls rush a single target en masse, ideally one
companionship might have that twisted into a scouting or alone on watch. They use their Clawed Grip to
grip that crushes those they reach for, one who snatch at it until it is grappled by at least three of them, then
yearned for spiritual awakening might find itself use their Ravenous Bites on it as they drag it away. If
compulsively draining the spirits of the living. presented with a corpse, roughly one third of them will peel
The need motivating the ghoul, however, is the desire to off the main group to bite it for a turn.
consume the flesh of living and dead people, just as they felt
in life. Perhaps it is this alignment with their past that allows Fleshseeker Ghoul Tactics
ghouls to retain much of their cunning and memory, where Fleshseeker ghouls dart in, grab the physically least imposing
many other undead are left mindless husks. foe with their Death Grip, then Dash Away, dragging it at half
speed. If they start their turn with a creature grappled, they
Ghoul Lore use their Fleshripper Bite on it.
Arcana DC 15: Rather than being created by ritual or
ambient magic, ghouls often arise spontaneously from those
who harbored and indulged in cannibalistic impulses in life, a Ghoul Fever. A creature with Ghoul Fever cannot
fact known widely enough to cause their surviving family recover levels of exhaustion, and must make a DC
members a great deal of consternation and embarrassment. 10 Constitution saving throw each time it
History DC 10: A favored tactic of ghouls is to drag the completes a long rest or acquire a level of
weakest of their prey off into seclusion to be ripped apart and exhaustion. A creature that dies while infected
consumed. Once dragged out of sight of allies, there is little rises immediately as a ghoul.
hope of survival for the victim of such tactics.
History DC 15: The insatiable hunger of ghouls often drives
them to feast upon flesh even in the midst of combat, a
feature often exploited by experienced ghoul-slayers.
Nature DC 10: Ghoulblood is loaded with pathogens that
infect those who contact it with a wasting
disease. Though curable, if left
untreated it is usually fatal within
a tenday.
Horde Ghoul Fleshseeker Ghoul
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 12 Armor Class 12


Hit Points 13 (3d8) Hit Points 63 (14d8)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2) 13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

Damage Immunities Poison Damage Immunities Poison


Condition Immunities Charmed, Exhaustion, Condition Immunities Charmed, Exhaustion,
Poisoned Poisoned
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages Common Languages Common
Challenge M5 (225 XP) Challenge 1 (200 XP)

Minion. If the ghoul takes damage from an attack or Snatcher. If the ghoul has a creature grappled, it
as the result of a failed saving throw, its hit points may Dash as a Bonus Action.
are reduced to 0. If the ghoul takes damage from
another effect, it dies if the damage equals or Diseased Blood. A creature that deals piercing or
exceeds its hit point maximum, otherwise it takes slashing damage to the ghoul with a melee attack
no damage. must succeed on a DC 10 Constitution saving
throw or contract Ghoul Fever.
Snatching Horde. A Medium or smaller creature
grappled by three or more horde ghouls can be Actions
dragged without requiring additional movement. A Fleshripper Bite. Melee Weapon Attack: +3 to hit,
creature grappled by five or more horde ghouls is reach 5 ft., one creature. Hit: 4 (1d6 + 1) piercing
restrained. plus 5 (1d10) necrotic damage.
Actions Death Grip. Melee Weapon Attack: +4 to hit, reach
Ravenous Bites (Group Attack). Melee Weapon 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage
Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 and the target is grappled (escape DC 12). A
piercing damage. creature that ends its turn grappled in this way
must succeed on a DC 10 Constitution saving
Clawed Grip. Melee Weapon Attack: +5 to hit, reach throw or be Paralyzed until the beginning of its
5 ft., one target. Hit: The target is grappled (escape next turn.
DC 13).
Ghast Lacedon Ghoul
Medium undead, chaotic evil Medium undead, chaotic evil

Armor Class 13 Armor Class 12


Hit Points 91 (14d8 + 28) Hit Points 86 (13d8 + 26)
Speed 30 ft. Speed 40 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 15 (+2) 11 (+0) 10 (+0) 8 (-1) 15 (+2) 14 (+2) 15 (+2) 7 (-2) 10 (+0) 6 (-2)

Damage Resistances Necrotic Skills Athletics +4, Stealth +4


Damage Immunities Poison Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Condition Immunities Charmed, Exhaustion,
Poisoned Poisoned
Senses Darkvision 60 ft., Passive Perception 10 Senses Darkvision 60 ft., Passive Perception 10
Languages Common Languages Common
Challenge 2 (450 XP) Challenge 2 (450 XP)

Stench. Any creature that starts its turn within 5 Snatcher. If the ghoul has a creature grappled, it
feet of the ghast must succeed on a DC 10 may Dash as a Bonus Action.
Constitution saving throw or be Poisoned until the
start of its next turn. On a successful saving throw, Diseased Blood. A creature that deals piercing or
the creature is immune to the ghast's Stench for 24 slashing damage to the ghoul with a melee attack
hours. must succeed on a DC 10 Constitution saving
throw or contract Ghoul Fever.
Turning Defiance. The ghast and any ghouls within
30 feet of it have advantage on saving throws Actions
against effects that turn undead. Multiattack. The ghoul makes two attacks, one of
Dead Blood Burst. When the ghast dies, each which may be with its fleshripper bite.
creature within 10 feet must make a DC 10
Constitution saving throw or take 7 (2d6) poison Fleshripper Bite. Melee Weapon Attack: +4 to hit,
damage and contract Ghoul Fever. reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing
plus 5 (1d10) necrotic damage.
Actions Sodden Grip. Melee Weapon Attack: +4 to hit, reach
Fleshripper Bite. Melee Weapon Attack: +5 to hit, 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage
reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing and the target is grappled (escape DC 12).
plus 5 (1d10) necrotic damage. Pry Mouth. One creature grappled by the ghoul
must succeed on a DC 12 Strength saving throw or
Death Grip. Melee Weapon Attack: +5 to hit, reach take 14 (4d6) bludgeoning damage and lose its
5 ft., one target. Hit: 8 (2d4 + 3) slashing damage breath, if it were holding it, or take half as much
and the target is grappled (escape DC 12). A damage on a success.
creature that ends its turn grappled in this way
must succeed on a DC 12 Constitution saving Reactions
throw or be Paralyzed until the beginning of its
next turn. Murky Dive. As a reaction when the ghoul takes
damage while submerged, it moves up to half its
Tear Apart (Recharge 5-6). One creature grappled by swim speed and attempts to hide.
the ghast and at least one of its allies must succeed
on a DC 13 Constitution saving throw or take 22
(5d8) slashing damage, or half as much on a
success. A creature reduced to 0 hit points by this Lacedon Ghoul Tactics
damage immediately fails a death save.
Lacedon ghouls ambush at the shoreline or by climbing onto
ships, trying to grapple a creauture, drag it into the water, and
pry its mouth open to release its held breath. If attacked in
Ghast Tactics the water, it uses its Murky Dive to go straight down,
Ghasts largely behave as fleshseeker ghouls do, but are less dragging its prey with it if it has a creature grappled.
eager to flee melee combat due to their Stench and Dead
Blood Burst use their Tear Apart whenever available.
Abyssal Ghoul Tactics
Abyssal Ghoul Abyssal ghouls behave generally as fleshseeker ghouls do,
except they virtually always stop to feed on a corpse if their
Medium fiend/undead, chaotic evil
demonic hunger trait is not active, and they preferentially
Armor Class 14 (Natural Armor) target spellcasters.
Hit Points 99 (13d8 + 39)
Speed 40 ft. Ghoul Adept of Orcus Tactics
Adepts of Orcus use their Call to Feast whenever they can
STR DEX CON INT WIS CHA trigger at least three attacks with it (including their own), or
17 (+3) 14 (+2) 16 (+3) 9 (-1) 10 (+0) 6 (-2)
two attacks if the target is Paralyzed. Once at least one foe is
infected with Ghoul Fever, the adept begins to use its Litany
of Flesh Devoured each turn, trying to position itself to hit at
Saving Throws WIS +2 least three enemies with it.
Damage Resistances Cold, Fire, Lightning
Damage Immunities Poison
The adept typically doesn't make attacks of opportunity,
Condition Immunities Charmed, Exhaustion,
instead reserving its reaction for Uneasy Grave or Thrash.
Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
Challenge 3 (700 XP)

Demonic Hunger. If the ghoul uses its Ghoulish Bite


on a corpse, it gains resistance to all damage and
advantage on attack rolls until the end of its next
turn.
Snatcher. If the ghoul has a creature grappled, it can
Dash as a Bonus Action.
Diseased Blood. A creature that deals piercing or
slashing damage to the ghoul with a melee attack
must succeed on a DC 13 Constitution saving
throw or contract Ghoul Fever.

Actions
Multiattack. The ghoul makes two attacks, one of
which may be with its ghoulish bite.
Ghoulish Bite. Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing
plus 5 (2d10) necrotic damage and the target must
succeed on a DC 13 Constitution saving throw or
be Paralyzed until the end of the ghoul's next turn..
Wretched Grasp. Melee Weapon Attack: +5 to hit,
reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing
damage and the target is grappled (escape DC 13).
On a critical hit, the target is additionally knocked
prone.

Reactions
Thrash. When a creature grappled by it begins to
cast a spell, the ghoul can force the creature to
succeed on a DC 13 Constitution saving throw or
have the spell fail.
Ghoul Adept of Orcus Multiattack. The ghoul makes three attacks, one of
which may be with its Ghoulish Bite.
Large fiend/undead, chaotic evil
Ghoulish Bite. Melee Weapon Attack: +7 to hit, reach 5
Armor Class 16 (Natural Armor)
ft., one creature. Hit: 11 (2d6 + 4) piercing plus 5
Hit Points 136 (16d10 + 48)
(2d10) necrotic damage and the target must succeed
Speed 40 ft. on a DC 14 Constitution saving throw or be Paralyzed
until the end of the ghoul's next turn.
STR DEX CON INT WIS CHA Wretched Grasp. Melee Weapon Attack: +7 to hit, reach
18 (+4) 15 (+2) 16 (+3) 14 (+2) 10 (+0) 11 (+0) 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage and
the target is grappled (escape DC 15). On a critical hit,
the target is additionally knocked prone.
Saving Throws CON +6, WIS +2
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Call to Feast. The ghoul targets one creature it can see
Piercing, and Slashing from Nonmagical Weapons within 30 feet. Each creature within 5 feet of the target
Damage Immunities Poison may use its reaction to make a melee attack against it.
Condition Immunities Charmed, Exhaustion, Poisoned Litany of Flesh Devoured (Recharge 5-6). Each creature
Senses Darkvision 60 ft., Passive Perception 10 of the ghoul's choice within 30 feet that can hear it
Languages Common must make a DC 14 Charisma saving throw.
Challenge 6 (2,300 XP)
On a failed save, the next time that creature takes
Demonic Hunger. If the ghoul uses its Ghoulish Bite on damage before the end of the ghoul's next turn, it
a corpse, it gains resistance to all damage and takes the same amount of psychic damage. A creature
advantage on attack rolls until the end of its next turn. that fails this save by 5 or more takes a point of
Exhaustion, additionally.
Snatcher. If the ghoul has a creature grappled, it may
Dash as a Bonus Action. Reactions
Diseased Blood. A creature that deals piercing or Thrash. When a creature grappled by it begins to cast a
slashing damage to the ghoul with a melee attack must spell, the ghoul can force the creature to succeed on a
succeed on a DC 13 Constitution saving throw or DC 15 Constitution saving throw or have the spell fail.
contract Ghoul Fever.
Uneasy Grave. When a friendly ghoul the adept of Orcus
Actions can see dies within 60 feet, the adept of Orcus can
reanimate it as a Horde Ghoul.
Art Credits You Found the Free Books!
Sepulcher Ghoul by Jason Engle
Grave Scrabbler by Livia Prima
Rotted Ones Lay Siege by Steve Prescott
Lotleth Troll by Vincent Proce
Bisk, Goblin King by Rae Elderidge

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