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Medium undead · CR 1

Ghoul

Armor Class12
Hit Points22 (5d8)
Speed30 ft.
ChallengeCR 1 (200 XP)
STR
13
(+1)
DEX
15
(+2)
CON
10
(+0)
INT
7
(-2)
WIS
10
(+0)
CHA
6
(-2)
Immunitiespoison
Cond. ImmunePoisoned, Charmed, Exhaustion
Sensesdarkvision 60 ft., passive Perception 10
LanguagesCommon
Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
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.

Running Ghoul in an encounter

As a CR 1 threat worth 200 XP, Ghoul is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 1 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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