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Medium Undead, Unaligned | |||||||||
STR
10 (+0) DEX
10 (+0) CON
12 (+1) INT
6 (-2) WIS
8 (-1) CHA
5 (-3) |
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Damage Immunities: Poison |
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Abilities | |||||||||
Irradiated Determination: If damage reduces the Feral Ghoul to 0 hit points, it must make a Constitution saving throw with a DC of 5+ the damage taken, unless the from a critical hit or if damage dealt is 3x greater than Feral Ghoul's current health. On a success, the Feral Ghoul drops to 1 hit point instead. | |||||||||
Pack Tactics: The Feral Ghoul has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated. | |||||||||
Actions | |||||||||
Slam: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. | |||||||||
Actions | Feral ghouls are the horrifying result of extremely prolonged radiation exposure. Their minds have decayed, leaving behind only primal aggression. These creatures are driven by instinct, attacking anything that moves. |