Iron Ghoul

Medium Undead, Lawful Evil

Armor Class 16 (breastplate)

Hit Points 143 (22d8 + 44)

Speed walk +20, burrow +30

Challenge 5

STR
18
+4
DEX
16
+3
CON
14
+2
INT
14
+2
WIS
14
+2
CHA
14
+2

Damage Vulnerabilities False

Damage Resistances False

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Common, Darakhul, Undercommon

Special Abilities

Hungry Dead Nature. The ghoul requires no air or sleep.

Turning Defiance. The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn Undead.

Actions

Multiattack. The iron ghoul makes one Bite attack and one Claw attack, or it makes three Glaive attacks.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a Humanoid, it must succeed on a DC 13 Constitution saving throw or contract the darakhul fever disease (see the Darakhul Fever sidebar).

Claw. 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 can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Heavy Crossbow. Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.

Source: Tome of Beasts 2023 · OGL/Open