Cinder Ghoul
Large undead, chaotic evil
Armor Class
18 (natural armor)
Hit Points
90 (12d10 + 24)
Speed
fly 40 ft. (hover)
STR
16 (+3)
DEX
20 (+5)
CON
15 (+2)
INT
4 (-3)
WIS
12 (+1)
CHA
19 (+4)
Damage Immunities
fire
Damage Resistances
cold; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, paralyzed, poisoned, unconscious
Senses
darkvision 60 ft., passive Perception 11
Languages
--
Challenge
5 (1,800 XP)
Gaseous Form. While in this form, the cinder ghoul can’t take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 40 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing. It cannot pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage.
Magic Resistance. The cinder ghoul has advantage on saving throws against spells and other magical effects.
Actions
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 7 (2d6) fire damage.
Smoke Inhalation. One creature that isn’t a construct or undead and is in the cinder ghoul’s space must make a DC 15 Constitution saving throw. On a failed save, the target takes 10 (3d6) fire damage and its hit point maximum is reduced by an amount equal to the fire damage taken. The target dies if this reduces its hit point maximum to 0. This reduction of the target’s hit point maximum lasts until the target finishes a long rest.