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Tar Ghoul

Size
Medium
Type
Undead
Challenge Rating
4
Source
Creature Codex
Alignment
Neutral-Evil
Armor Class
13
Speeds
30
Walking Speed
30
Strength Score
16
Dexterity Score
17
Constitution Score
13
Intelligence Score
11
Wisdom Score
10
Charisma Score
8
Skill Proficiencies
Perception
Vision
Darkvision (60ft)
Languages Ref
Common, Darakhul
Hit Points
66
Condition Immunities
Charmed, Exhaustion 1, Poisoned
Resistances
Resistant to Necrotic Damage, Immune to Fire Damage, Immune to Poison Damage
Languages
Aethyrian Common

Medium undead, neutral evil


Armor Class 13

Hit Points 66 (12d8+12)

Speed 30 ft.


STR
16 (+3)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (−1)

Skills Perception +2

Damage Resistances necrotic

Damage Immunities fire, poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 12

Languages Common, Darakhul

Challenge 4 (1,100 XP)

Fire Hazard. As a bonus action or when it takes fire damage, the tar ghoul bursts into flame. The tar ghoul continues burning until it takes cold damage or is immersed in water. A creature that touches the tar ghoul or hits it with a melee attack while within 5 feet of it while it is burning takes 3 (1d6) fire damage. While burning, a tar ghoul deals an extra 3 (1d6) fire damage on each melee attack, and its vomit tar action is a 15-foot cone that ignites immediately. Each creature in that area must make a DC 13 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The tar ghoul makes one bite attack and one claw attack.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

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 elf or undead, it must succeed on a DC 11 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.

Vomit Tar (Recharge 5-6). The tar ghoul vomits tar, covering the ground in a 10-foot square within 5 feet of it. Each creature in the area must succeed on a DC 13 Dexterity saving throw or be covered with tar. The tar ignites if touched by a source of fire or if a creature covered with tar takes fire damage. The tar burns for 3 (1d6) rounds or until a creature takes an action to stop the blaze. A creature that starts its turn in the area or that starts its turn covered with burning tar takes 5 (1d10) fire damage.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.