b'Ghoul, Darkness \n'b'  Family:   Ghouls  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  45 (7d8 + 14)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  14 (+2)  INT:  9 (-1)  WIS:  10 (+0)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Skills   Stealth  +5 (+7 in dim light or darkness)  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  10  Languages  Common, Umbral  Challenge  4 (1,100 XP) \n'b' Special Traits \n'b'   Shadow Stealth . While in dim light or darkness, the  ghoul  can take the  Hide  action as a bonus action. \n'b'  Sunlight Weakness . While in sunlight, the  ghoul  has disadvantage on  attack  rolls, ability checks, and saving throws. \n'b'  Actions \n'b'   Multiattack . The  ghoul  makes two attacks, one with its bite and one with its claws. \n'b'  Bite .  Melee Weapon Attack : +5 to hit, reach 5 ft., one creature.  Hit : 10 (2d6 + 3) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 8 (2d4 + 3) slashing damage. If the target is a creature other than an  elf  or an undead, it must succeed on a DC 12  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'  Shadow Bolt .  Ranged Spell Attack : +5 to hit, range 60 ft., one creature.  Hit : 17 (5d6) cold damage. The target must succeed on a DC 13  Constitution  saving throw or become  blinded  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.'