Bonepowder Ghoul
Small undead, neutral evil
Armor Class
18 (natural armor)
Hit Points
195 (26d6 + 104)
Speed
30 ft.
STR
10 (+0)
DEX
20 (+5)
CON
18 (+4)
INT
19 (+4)
WIS
15 (+2)
CHA
18 (+4)
Damage Immunities
necrotic, poison
Damage Resistances
cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities
charmed, exhaustion, frightened, paralyzed, poisoned
Senses
darkvision 60 ft., passive Perception 16
Saving Throws
Dex +9, Con +8, Wis +6, Cha +8
Skills
Perception +6, Stealth +9
Languages
Common, Darakhul, Draconic, Dwarvish
Challenge
12 (8400 XP)
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.