Hordes of warrior ghouls were raised by the necromancer Zalarak during the War of the Risen Dead. The savage but cunning undead warriors ravaged the western desert until they were buried by a sandstorm.
Centuries later, the warrior ghouls are occasionally freed by the shifting sands. Although their master is long dead, the ghouls are still driven by their hunger for the living.
Warrior Ghouls often wield a Soul Reaper Sickle, making them even deadlier.
Medium Undead, Chaotic Evil
Armor Class 15 (leather armor, shield)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
|16 (+3)||15 (+2)||12 (+1)||10 (+0)||10 (+0)||11 (+0)|
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Challenge 2 (450 XP)
Proficiency Bonus +2
Pack Tactics. The warrior ghoul has advantage on an attack roll against a creature if at least one of the warrior ghoul’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Undead Fortitude. If damage reduces the warrior ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the warrior ghoul drops to 1 hit point instead.
Multiattack. The warrior ghoul makes two melee attacks.
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.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage plus 3 (1d6) necrotic damage.
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