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Breadcrumb

Lacedon Ghoul

Challenge
str
12
dex
14
con
10
int
6
wis
10
cha
6

AC 12

HP 22 (5d8; bloodied 11)

Speed 30 ft., swim 30 ft.


Proficiency +2; Maneuver DC 12

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed , fatigue , paralyzed , poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common


Radiant Sensitivity. When the lacdeon takes radiant damage, it has disadvantage on attack rolls and on Perception checks that rely on sight until the end of its next turn.

Undead Nature. Lacedons don’t require air, sustenance, or sleep.


ACTIONS

Paralyzing Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. If the target is a living creature other than an elf, it makes a DC 10 Constitution saving throw . On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to any Paralyzing Claw for 24 hours.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one incapacitated creature. Hit: 6 (1d8 + 2) piercing damage.

Combat

Lacedons rarely attack when they are outnumbered. They prefer to swarm their enemies, with at least two lacedons attacking one target, preferably an unarmored non-elf. They retreat if they take radiant damage but try to drag paralyzed victims with them


Description

Lacedon ghouls and ghasts are aquatic undead. Many were once sailors who turned to cannibalism to avoid starvation at sea or after being shipwrecked.  Others are the handiwork of evil underwater creatures such as sahuagins and aboleths, who use magic rituals to create them.

Behavior

1 Feasting on a corpse; attacks intruders

2 Feasting on a corpse; hisses and flees from intruders

3 Squabbling among a pile of bones and discarded items

4 Shambling aimlessly

5 Waiting in silent ambush

6 Mimics the last words spoken to them; right now they are saying "Let me go!"

Signs

1 DC 13 Perception check: muttering, like low conversation

2 Gnawed humanoid bones

3-4 The smell of rotting flesh

5 A half-devoured human corpse. DC 13 Perception check: bare human footprints lead away

6 A torn and bloody hat or other article of clothing. DC 13 Perception check: marks on the floor suggest a body was dragged away

Encounters

Ghouls haunt graveyards and catacombs near inhabited areas.

CR 0–2 1 or 2 ghouls ; ghoul with 1 or 2 zombies 1 or 2 lacedon ghouls

Treasure 40 gp, 3 sets of tattered and blood-stained nobles’ clothes (25 gp each if mended), 2 potions of healing

CR 3–4 3 or 4 ghouls or lacedon ghouls ; ghoul with 3 cannibal degenerates (see gnoll ); ghast with 2 ghouls

Treasure 10 pp, 30 gp, 2 silver chalices set with blue quartz (75 gp each), cloak of displacement

CR 5–10 2 ghasts with 1d4 + 2 ghouls ; 1d6 + 4 ghouls ; ghost or wight with 2 or 3 ghasts ; 2 lacedon ghasts with 1d4 + 2 lacedon ghouls

Treasure 500 gp, 1,000 sp, gold bracelet (250 gp), 1 warhammer (named Whisper, made of silver-runed black stone; once per day, its wielder can cast the silence spell as an action, centered on the hammer), ring of water walking

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.