Barrowghast

Huge undead, typically chaotic evil

Armor Class

12 (natural armor)

Hit Points

138 (12d12 + 60)

Speed

40 ft.

Damage Resistances

necrotic, poison

Condition Immunities

exhaustion, poisoned

Senses

darkvision 60 ft.

Languages

Giant

Challenge

7

Proficiency Bonus

+3

Stench

Any creature that starts its turn within 10 feet of the barrowghast must make a DC 16 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. While poisoned this way, the creature can't regain hit points. On a successful save, the creature is immune to the Stench of all barrowghasts for 24 hours.

Actions

Multiattack

The barrowghast makes two Slam attacks. It can replace one Slam attack with a Life Drain attack.

Slam

Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.

Life Drain

Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 9 (1d8 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain by this attack immediately rises as a zombie (see the Monster Manual). The zombie acts as an ally of the barrowghast but isn't under its control.