b'Ghoul, Mad \n'b'  Family:   Ghouls  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  67 (9d8 + 27)  Speed  40 ft.\n'b' STATS STR: 18 (+4) DEX:  17 (+3)  CON:  16 (+3)  INT:  11 (+0)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +6,  Constitution  +4  Skills   Athletics  +6,  Stealth  +5  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  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'   Reckless . At the start of his turn, the Mad Ghoul can gain advantage on all melee weapon  attack  rolls he makes during that turn, but  attack  rolls against him have advantage until the start of his next turn. \n'b'  Stench . Any creature that starts its turn within 5 feet of the Mad Ghoul must succeed on a DC 13  Constitution  saving throw or be  poisoned  until the start of its next turn. On a successful saving throw, the creature is immune to the Mad Ghoul\xe2\x80\x99s stench for 24 hours. \n'b'  Turning Defiance . The Mad Ghoul and any ghouls within 30 feet of him have advantage on saving throws against effects that turn undead. \n'b'  Actions \n'b'   Multiattack . The Mad Ghoul makes two attacks, one with his bite and one with his claws. \n'b'  Bite .  Melee Weapon Attack : +6 to hit, reach 5 ft., one creature.  Hit : 13 (2d8 + 4) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +6 to hit, reach 5 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 13  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.'