Ghul

Medium Undead, any evil alignment

Armor Class 15 (natural armor)

Hit Points 105 (14d8+42)

Speed fly +30, walk +30

Challenge 5

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

Damage Resistances cold, fire, lightning, necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, petrified, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Special Abilities

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.

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

Actions

Multiattack. The ghul makes two attacks with its claws.

Claws. 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.

Source: Tome of Beasts 2 · OGL/Open