Bonepowder Ghoul

Small undead, Neutral Evil

Armor Class

18 (natural armor)

Hit Points

195 (26d6+104)

Speed

walk 30 ft.

Saves

Dex +9, Con +8, Wis +6, Cha +8

Skills

Perception +6, Stealth +9

Damage Resistances

cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons

Damage Immunities

necrotic, poison

Condition Immunities

charmed, exhaustion, frightened, paralyzed, poisoned

Senses

darkvision 60 ft.

Languages

Common, Darakhul, Draconic, Dwarvish

Challenge

12

Amorphous

The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing.

Coalesce

Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes.

Turning Defiance

The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Innate Spellcasting

The bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: chill touch, darkness, dispel magic, ray of enfeeblement • 3/Day: blindness/deafness, circle of death (7th level; 10d6) • 1/Day: finger of death

Actions

Bite

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.

Gravedust

A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever.

Whirlwind (Recharge 5-6)

A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round.