Kassoon

This is homebrew, submitted by a member of the community.

Darakhul - Ghoul

Darakhul - Ghoul

Medium undead, neutral evilMedium undead, neutral evil
Armor Class 16 (scale mail), 18 (scale mail, shield)16 (scale mail), 18 (scale mail, shield)
[~<13]
+/-/*
Hit Points 78 (12d8+24)78 ([12d8+24])
[~1-6]
Speed 30 ft.30 ft.

STR
16 (+3)
DEX
17 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
12 (+1)
CHA
12 (+1)

Token URL:
Saving Throws - -
Skills Deception +3, Stealth +5 Deception [+3], Stealth [+5]
Damage Vulnerabilities
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 11darkvision 60 ft., passive Perception 11
Languages Common, DarakhulCommon, Darakhul
PB +2
Challenge 3 (700 XP)

[+instructions]

Master of Disguise. A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench.
Stench. Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the darakhul’s Stench for the next 24 hours. A darakhul using this ability can’t also benefit from Master of Disguise.
Sunlight Sensitivity. While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Turning Defiance. The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

[b]Master of Disguise[/b]. A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, it loses its Stench.
[b]Stench[/b]. Any creature that starts its turn within 5 feet of the darakhul must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the darakhul’s Stench for the next 24 hours. A darakhul using this ability can’t also benefit from Master of Disguise.
[b]Sunlight Sensitivity[/b]. While in sunlight, the darakhul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
[b]Turning Defiance[/b]. The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multiattack. The darakhul makes three melee attacks: one with its bite, one with its claw, and one with its war pick. If the darakhul is using a shield, it instead makes two melee attacks: one with its bite and one with its claw or war pick.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) piercing damage, and, if the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.
War Pick. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage.

[b]Multiattack[/b]. The darakhul makes three melee attacks: one with its bite, one with its claw, and one with its war pick. If the darakhul is using a shield, it instead makes two melee attacks: one with its bite and one with its claw or war pick.
[b]Bite[/b]. Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. [b]Hit[/b]: 12 ([2d8+3]) piercing damage, and, if the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.
[b]Claw[/b]. Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. [b]Hit[/b]: 10 ([2d6+3]) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid is paralyzed for more than 2 rounds, it contracts darakhul fever.
[b]War Pick[/b]. Melee Weapon Attack: [+5] to hit, reach 5 ft., one target. [b]Hit[/b]: 7 ([1d8+3]) piercing damage.

Legendary Actions

 

Details

In the lightless depths, an empire of devouring ambition grows and plots and dreams. They call themselves the People, but the people of the surface world call them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. To them, if you are not a member of the People, you are food.

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

Darakhul Fever

Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 (4d6) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw.

Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a d20, add the character’s Constitution modifier, and find the result on the Adjustment Table below to determine what undead form the victim’s body rises in.

Roll Result
1-9 None; victim is simply dead
10-16 Ghoul
17-20 Ghast
21+ Darakhul
In the lightless depths, an empire of devouring ambition grows and plots and dreams. They call themselves the People, but the people of the surface world call them the Lords Subterranean, the Ghoul Imperium, or simply the Empire of the Ghouls. To them, if you are not a member of the People, you are food.

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

[b]Darakhul Fever[/b]

Spread mainly through bite wounds, this disease makes itself known within 24 hours by swiftly debilitating the infected. An infected creature must make a DC 17 Constitution saving throw after every long rest. On a failed save, the victim takes 14 ([4d6]) necrotic damage, and its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the victim finishes a long rest after the disease is cured. The victim recovers from the disease by making two consecutive successful saving throws. Greater restoration cures the disease, while lesser restoration gives the victim advantage on the next saving throw.

Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If a creature dies while infected with darakhul fever, roll a [d20], add the character’s Constitution modifier, and find the result on the Adjustment Table below to determine what undead form the victim’s body rises in.

Roll Result
1-9 None; victim is simply dead
10-16 Ghoul
17-20 Ghast
21+ Darakhul
 
Source https://www.5esrd.com/database/creature/ghoul-darakhul/
 
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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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