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Diregraf Ghoul

Innistrad's long and complicated history with death and its many rites has left the land infested with, and hundreds of graves dot the rolling landscape between the provinces. Known as grafs to ghoulcallers and stitchers, each one holds different corpses, valuable for different purposes. Diregrafs are mass graves for the dead that fall in war and battle, and their bodies still wear armor and wield weapons left where they fell with their owners.   Ghouls of the Swamp Necromancers known as stichers are choosy about which corpses they take, preferring those still slightly fresh or with unique qualities. Ghoulcallers have fewer qualms, instead opting for quantity over quality, sure that if they animate enough of them, at least a few of their new servants will arrive intact. Because of this preference for large numbers, ghoulcallers also prefer to take from locations that give their undead a bit of extra bite, such as the swampy marshes of Nephalia. Corpses from here hold vermin and parasites easily transferred to the living, making them more effective weapons against the living, even if they move and act a bit more slowly.  

Diregraf Ghoul

Innistrad's long and complicated history with death and its many rites has left the land infested with, and hundreds of graves dot the rolling landscape between the provinces. Known as grafs to ghoulcallers and stitchers, each one holds different corpses, valuable for different purposes. Diregrafs are mass graves for the dead that fall in war and battle, and their bodies still wear armor and wield weapons left where they fell with their owners.


Armor Class12 (broken armor)
Hit Points 4d8+16
Speed25 ft.
Strength14 (+2)
Dexterity7 (-2)
Constitution19 (+4)
Intelligence2 (-4)
Wisdom6 (-2)
Charisma5 (-3)
Damage ImmunitiesBludgeoningPiercing
Condition ImmunitiesCharmedExhaustionFrightened
Poisoned
SensesDarkvision 60 ft.Passive Perception 8
LanguagesUnderstands the languages it knew in life but can't speak
Challenge2 (450 XP)
Special 1Slow ActingThe ghoul has a disadvantage on initiative rolls,and can only take one action or
one reaction each round, not both
Special 2Undead FortitudeIf damage reduces the 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 ghoul drops to 1 hit point instead
ActionLongswordMelee Weapon Attack d20+4 to hit
Reach 5 ft., one targetHit 1d8+2 slashing damage
ReactionLurchIf a creature within 5 feet of the ghoul hits it with a melee weapon attack,the ghoul can use its reaction to lurch forward and bite the creature,
making an attack with a d20+4 to hit.If the attack hits, the target takes 1d6+2 piercing damageand must make a DC 14 Constitution saving throwor become infected with bog rot.
A creature infected with bog rot suffers one level of exhaustionand its speed is reduced by half until the end of its next long rest.On a successful save, the creature's exhaustion level decreases by one level.If an infected creature's level of exhaustion is reduced below 1 for any reason,
the creature recovers from the disease.If a creature infected with bog rot dies due to exhaustion,it rises again in 24 hours as a diregraf ghoul.

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