BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Abattoir Ghoul

In the lands of Innistrad, no creature is safe from the terror of the undead, who rise each night from their grave in swarms. Among the myriad ways that a creature in Innistrad has to become a zombie, one of the most foul is by the consumption of tainted meat. Creatures which consume the flesh of the undead are likely to eventually succumb to its poison, transforming themselves into unliving horrors. Worse yet, this consumption can be caused second-hand, and animals which accidentally feast on the walking dead can become a vector for the plague when eaten by others.   Meat to the Butcher The risk of consuming a tainted animal is not small on the plane of Innistrad, where the zombified swarms of an undealt with ghoulcaller could spell doom for an entire village. For this reason, Innistrad’s butchers must watch carefully for the signs of tainted meat in the animals they purchase for their supply. Falling to the plague of undead in this second-hand method might still leave the victim with some small spark of their mind, and dim memories of their former lives. In a string of missing persons, if the village butcher was the first to go, the cause is almost always obvious. And a rotten village butcher is a sure sign the infection has already spread.  

Abattoir Ghoul

In the lands of Innistrad, no creature is safe from the terror of the undead, who rise each night from their grave in swarms. Among the myriad ways that a creature in Innistrad has to become a zombie, one of the most foul is by the consumption of tainted meat. Creatures which consume the flesh of the undead are likely to eventually succumb to its poison, transforming themselves into unliving horrors. Worse yet, this consumption can be caused second-hand, and animals which accidentally feast on the walking dead can become a vector for the plague when eaten by others.


Armor Class11
Hit Points 16d8+48
Speed30 ft.
Strength14 (+2)
Dexterity12(+1)
Constitution16 (+3)
Intelligence7 (-2)
Wisdom8 (-1)
Charisma10 (+0)
Damage ImmunitiesPoison
Condition ImmunitiesPoisoned
SensesDarkvision 60 ft.Passive Perception 9
LanguagesUnderstands the languages it knew in life but can't speak
Challenge6 (2300 XP)
Special 1First StrikeThe zombie has an advantage on the firstattack roll it makes on each of its turns
Special 2Grim RejuvenationWhen the zombie reduces a creature to 0 hit points,it gains a number of hit points equal to the damage dealt
Special 3Skilled AimThe zombie's attacks deal critical damage on roll of 19 or 20
Special 4Undead FortitudeIf damage reduces the zombie 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 zombie drops to 1 hit point instead
Action 1MultiattackThe zombie makes two attacks with its cleaver
Action 2CleaverMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 2d6+2 slashing damage

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!