Tentaghoul

Large undead, chaotic neutral

Armor Class

13 (natural armor)

Hit Points

76 (9d10+27)

Speed

40 ft.

Damage Resistances

necrotic, bludgeoning

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, poisoned

Senses

darkvision 60 ft.

Languages

Common, Giant

Challenge

3

Stench

Any creature that starts its turn within 10 feet of the tentaghoul must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the tentaghoul's Stench for 24 hours.

Turning Defiance

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

Actions

Tentacle

Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) bludgeoning damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.