b'Bilemaw Ghoul \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  90 (12d8 + 36)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  16 (+3)  CON:  16 (+3)  INT:  8 (-1)  WIS:  14 (+2)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses  blind, tremorsense 30 ft., passive  Perception  12  Languages  Common, Undercommon  Challenge  5 (1,800 XP) \n'b' Special Traits \n'b'   Keen Smell . The bilemaw has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Actions \n'b'   Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 10 (2d6 + 3) piercing damage, plus 9 (2d8) poison damage. If the target is a creature, it is  grappled . Until this grapple ends, the target is  restrained  and the bilemaw can\xe2\x80\x99t use its bite against another target. \n'b'  Claws .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 8 (2d4 + 3) slashing damage. If the target is a creature other than an  elf  or  undead , it must succeed on a DC 14  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. \n'b'  Bile (Recharge 5-6) . The bilemaw spews black bile in a 20-foot cone. Creatures in the area must make a DC 14  Constitution  saving throw, taking 27 (6d8) poison damage and becoming  poisoned  for 1 minute on a failed save. On a success, the creature takes half as much damage and isn\xc2\x92t  poisoned . While  poisoned  in this way, a creature has disadvantage on saving throws against being  paralyzed . \n'b'  About \n'b' An amalgam of traits from various sources, bilemaw ghouls constrict live prey with their prehensile  tongues  while toxins in their saliva wear away at their defenses.'