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 Class | 12 (broken armor) | ||
---|---|---|---|
Hit Points | 4d8+16 | ||
Speed | 25 ft. | ||
Strength | 14 (+2) | ||
Dexterity | 7 (-2) | ||
Constitution | 19 (+4) | ||
Intelligence | 2 (-4) | ||
Wisdom | 6 (-2) | ||
Charisma | 5 (-3) | ||
Damage Immunities | Bludgeoning | Piercing | |
Condition Immunities | Charmed | Exhaustion | Frightened |
Poisoned | |||
Senses | Darkvision 60 ft. | Passive Perception 8 | |
Languages | Understands the languages it knew in life but can't speak | ||
Challenge | 2 (450 XP) | ||
Special 1 | Slow Acting | The ghoul has a disadvantage on initiative rolls, | and can only take one action or |
one reaction each round, not both | |||
Special 2 | Undead Fortitude | If 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 | ||
Action | Longsword | Melee Weapon Attack | d20+4 to hit |
Reach 5 ft., one target | Hit 1d8+2 slashing damage | ||
Reaction | Lurch | If 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 damage | and must make a DC 14 Constitution saving throw | or become infected with bog rot. |
A creature infected with bog rot suffers one level of exhaustion | and 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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