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Ghul

Medium · Undead · CR 5 · Any Evil Alignment

Armor Class
15 (natural armor)
Hit Points and Hit Dice
105 (14d8+42)
Challenge Rating CR
5

Ability Scores

Core attributes and their modifiers.

STR
16
+3
DEX
15
+2
CON
16
+3
INT
10
+0
WIS
10
+0
CHA
15
+2

Overview

Category Monsters
Size Medium
Type Undead
Alignment Any Evil Alignment
XP 1800
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Fly 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 10

Languages

Common

Resistances & Immunities

Damage Immunities
poison
Damage Resistances
cold, fire, lightning, necrotic
Condition Immunities
charmed, exhaustion, petrified, poisoned

Traits

Innate Spellcasting

The ghul’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: chill touch, fire bolt, ray of frost, shocking grasp
3/day each: fog cloud, rolling thunder, misty step, spire of stone
1/day each: blur, fireball, gaseous form, frozen razors, stinking cloud

Paralyzing Throes

When the ghul dies, it explodes in a puff of noxious smoke. Each creature within 5 feet of it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of its next turn.

Turn Resistance

The ghul has advantage on saving throws against any effect that turns undead.

Variable Immunity

As a bonus action, the ghul changes one of its damage resistances to immunity to that type of damage until the start of its next turn.

Actions

Claws

+6 to hit, reach 5 ft (1.5 m). Hit: 2d6+3 slashing damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) 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.

Multiattack

The ghul makes two attacks with its claws.

About Ghul

Ghul is a medium undead with a Challenge Rating of 5. It has a any evil alignment alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 105 hit points (derived from 14d8+42).

Ghul has communication capabilities including Common. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Ghul

1 tips available

When using Ghul in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Ghul

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 5.

Solo Encounter:

A single character of level 7 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 3,000 XP
  • Hard: 4,500 XP
  • Deadly: 6,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Ghul?
Ghul has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
What type of creature is Ghul?
Ghul is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Ghul speak?
Ghul can communicate in Common.

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