Iron Ghoul

A brutal and vicious-looking ghoul that carries a cruel glaive, its forearms up to its elbows are stained with dark, dried blood. Its glowing, rust-colored eyes penetrate with a calculating stare of restrained hunger.

Fond of Uniforms. Iron ghouls are proud of their status and uniforms. Their standard breastplates and open-faced helms are black iron with brass trim, and the helm’s crest is often a ruby‑dyed fan of bat wings or carrion beetle bristles to indicate their authority.

Tooth and Bone Weaponry. Many items of an iron ghoul’s gear are decorated with inlaid bone or set with teeth, rather much as pearls might be used for weapons crafted elsewhere.

Ghoul, Iron

Medium undead, lawful evil

Armor Class 16 (breastplate)

Hit Points 143 (22d8 + 44)

Speed 30 ft., burrow 20 ft.

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

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Common, Darakhul, Undercommon

Challenge 5 (2,900 XP)

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 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 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 repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.

Claws. 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 repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.

Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10 + 4) slashing damage.

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