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.

large
undead
cr5
tome-of-horrors