
Medium Ghoul (Radiated), Chaotic Evil
STR 10 (+0) |
DEX 16 (+3) |
CON 16 (+3) |
INT 7 (-2) |
WIS 7 (-2) |
CHA 6 (-2) |
Armour Class |
13 |
Hit Points |
13 (3d8) |
Speed | 30 ft. |
Challenge Rating |
1/4 (100 XP) |
Skills: Deception +5, Stealth +5
Damage Vulnerabilities: Fire
Damage Immunities: Necrotic, Radiant, Poison
Condition Immunities: Poison
Senses: Blindsight 60 Ft., passive Perception 11
Languages: Understands common, but speaks only through the use of it's mimicry trait
Traits | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Actions | |
---|---|
Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. |
|
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage. |
|
Bone Claw: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. |
Bio | |
---|---|
Kenku Ghouls are an advanced form of Feral Ghoul mutation. Once human, these creatures have devolved into mindless, aggressive beings driven by primal instinct. Unlike Feral Ghouls, Kenku Ghouls are distinguished by an extensive fungal-like radiation growth that covers their bodies and heads, rendering them entirely blind. Their primary means of navigation is through hearing. Kenku Ghouls are very aggressive, even when compared to regular Feral Ghouls, and will often attack any living creature they hear. The fungi that grow over their bodies, acts as a form of armor, but also often creates hard protruding bone like spikes at their knees, elbow or at the tips of their fingers. Kenku Ghouls can also perfectly mimic a majority of sounds, they do this to trap unsuspecting prey. |