Ghoul
Medium Undead, chaotic evil
200 XP
Actions
Bite
Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Claws
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 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.
Quick Reference
Running This Encounter
Ghouls are excellent for introducing players to undead threats with genuine melee danger. Their paralyzing claws create tactical complexity—successful hits can render party members helpless, forcing allies to adapt their strategies mid-combat. They're best deployed in small groups (2-3) to avoid being overwhelmed, and their relatively low AC rewards accurate attacks while their paralyzing ability punishes poor positioning. Use environmental obstacles like tombs, crypts, or rubble to break line of sight and prevent the party from focusing fire.
Combat Tactics
Ghouls prioritize closing distance to melee range to maximize their claw attacks and paralyzing potential. They target lightly armored or isolated party members, especially spellcasters, to maximize the chance of successful paralysis saves. Ghouls lack self-preservation instincts and fight until destroyed, making them relentless but predictable—they won't flee or use terrain strategically.
Environment & Setting
Ghouls thrive in graveyards, catacombs, crypts, and abandoned tombs where bodies are readily available. Encounters benefit from confined spaces with multiple pillars, sarcophagi, or narrow corridors that limit party mobility and prevent kiting.