Feral Ghoul
Medium Undead, Unaligned
STR
10 (+0)
DEX
10 (+0)
CON
12 (+1)
INT
6 (-2)
WIS
8 (-1)
CHA
5 (-3)
Armor Class 10
Hit Points 22 (4d8 + 4)
Speed
10 ft.
30 ft.
Challenge 1/4 (50 XP)

Damage Immunities: Poison
Condition Immunities: Poisoned
Senses: Darkvision 60 ft., Passive Perception 9
Languages: Understands the languages it knew in life but can't speak

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.