Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Languages
Common, Darakhul, Undercommon
Resistances & Immunities
Environments
Traits
Turning Defiance
The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Actions
Bite
+7 to hit, reach 5 ft (1.5 m). Hit: 3d8 piercing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing 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 repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.
Claws
+7 to hit, reach 5 ft (1.5 m). Hit: 4d6 slashing damage.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 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 repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.
Glaive
+7 to hit, reach 10 ft (3 m). Hit: 1d10 slashing damage.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing damage.
Heavy Bone Crossbow
+6 to hit, range 100 ft (30.5 m). Hit: 1d10 piercing damage.
Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.
Multiattack
The iron ghoul makes one bite attack and one claw attack, or three glaive attacks.
About Ghoul, Iron
Ghoul, Iron is a medium undead with a Challenge Rating of 5. It has a lawful evil alignment.
In combat, this creature maintains an Armor Class of 16 and possesses 143 hit points (derived from 22d8+44).
Ghoul, Iron has communication capabilities including Common, Darakhul, Undercommon. This allows it to interact verbally with various creatures and characters.
GM Tips: Using Ghoul, Iron
1 tips available
GM Tips: Using Ghoul, Iron
When using Ghoul, Iron in your D&D 5e campaign, consider these tactical approaches:
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Burrowing Tactics: This creature can burrow at 20 ft. It can ambush from underground or escape combat by digging. Use 'Earthbind' or create difficult terrain to limit burrowing. Consider fighting in areas without soft ground.
Player Guide: Facing Ghoul, Iron
1 strategies available
Player Guide: Facing Ghoul, Iron
When your party encounters this creature, keep these strategies in mind:
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Burrowing Defense: This creature can burrow at 20 ft! It can ambush from underground. Use 'Earthbind', create difficult terrain, or fight on hard surfaces. 'Stone Shape' can seal burrows.
Encounter Building Calculator
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
Frequently Asked Questions
- What is the challenge rating of Ghoul, Iron?
- Ghoul, Iron has a Challenge Rating of 5, making it appropriate for parties of level 5.0.
- What type of creature is Ghoul, Iron?
- Ghoul, Iron is a Medium Undead, which affects how certain spells and abilities interact with it.
- What languages does Ghoul, Iron speak?
- Ghoul, Iron can communicate in Common, Darakhul, Undercommon.
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