Kenku Ghoul Statblock ║ Fallout D&D
Kenku Ghoul Stat Block
Kenku Ghoul

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
Ambusher: In the first round of a combat, the Kenku Ghoul has advantage on attack rolls against any creature it has surprised.
Mimicry: The kenku Ghoul can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Echolocation: The Kenku Ghoul can't use blindsight while deafened.
Keen Hearing: The Kenku Ghoul has advantage on Wisdom (Perception) checks that rely on hearing.
Irradiated Determination: If damage reduces the Kenku Ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the damage is from a critical hit or if the damage dealt is 3x greater than the Kenku Ghoul's current health. On a success, the Kenku Ghoul drops to 1 hit point instead.
Radiation Brain: The Kenku Ghoul can perfectly recall any path it has traveled during its lifetime. Kenku Ghouls may also occasionally remeber splintered aspects from their former human lives that make them either act on inmpulse or erratically
Pack Tactics: The Kenku Ghoul has advantage on an attack roll against a creature if at least one of the ghoul's allies is within 5 ft. of the creature and the ally isn't incapacitated.
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.