Far-Decayed Ghoul - AI-generated fantasy Monster

Far-Decayed Ghoul

Scholars call it a Far-Decayed Ghoul, though few survive long enough to name it twice. It is believed to begin as a normal ghoul that feasts too long near a fracture in reality, until the Far Realm gets into the meat. From then on the body never settles into true death, only deeper corruption. Its flesh sloughs away in layers, each layer revealing another wrongness beneath it. Victims do not merely die when it feeds on them. They often rise later as malformed prey-things, carrying a whisper of the same corruption in their bones.

MediumUndead(far realm tainted)CR CR 4chaotic evil

Far-Decayed Ghoul

undeadfar realmhorrorparalysispsychicnecroticambusher
HP82AC13SPD30 ft., climb 30 ft.CR4 (1,100 XP)PerceptionStealth
STR
18
DEX
16
CON
16
save
INT
12
WIS
15
save
CHA
8
Aberrant Compression. The ghoul can move through a space as narrow as 1 inch wide without squeezing, as long as it is not wearing or carrying anything larger than a Tiny object. Its flesh collapses and reforms into slick threads of rot.
Keen Smell. The ghoul has advantage on Wisdom (Perception) checks that rely on smell, and it can track wounded creatures by the scent of blood at twice the usual range.
Spider Climb. The ghoul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Warp-Hardened Flesh. The ghoul has resistance to necrotic damage. While it has more than half its hit points, it also has resistance to psychic damage.
Ghastly Paralysis. A creature hit by the ghoul's Paralyzing Claw must succeed on a Constitution saving throw or be paralyzed for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. A creature that takes psychic damage while paralyzed by this ability immediately repeats the saving throw.
Claw of Unmaking. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 9 () slashing damage plus 4 () psychic damage. If the target is a creature, it must succeed on a Constitution saving throw or be cursed by Far Rot until the end of its next turn. While cursed, the target cannot regain hit points and has disadvantage on its next saving throw against paralysis or madness effects.
Paralyzing Claw. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 7 () necrotic damage, and the target must succeed on a 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 a success. The paralysis ends early if the target takes any psychic damage. Undead are immune to this paralysis.
Far-Realm Spit. The ghoul ejects a slick mass of black ichor in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 10 () necrotic damage and 10 () psychic damage on a failed save, or half as much damage on a successful one. A creature that fails the save also cannot take reactions until the start of its next turn.
Mangled Slip. When a creature within 5 feet of the ghoul misses it with a melee attack, the ghoul can twist its body grotesquely and move up to 10 feet without provoking opportunity attacks.
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