b'Ghul Noble \n'b'  Family:   Ghul  \n'b'  Large   undead ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  187 (22d10 + 66)  Speed  30 ft., fly 30 ft.\n'b' STATS STR: 20 (+5) DEX:  17 (+3)  CON:  16 (+3)  INT:  15 (+2)  WIS:  16 (+3)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Wisdom  +7,  Charisma  +9  Skills   History  +6,  Intimidation  +9,  Perception  +7,  Stealth  +7  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silver  Damage Immunities  acid, poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses  darkvision 60 ft., passive  Perception  17  Languages  Common, Infernal, Primordial, telepathy 120 ft.  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'   Elemental Demise . If the ghul noble dies, its body disintegrates into a warm, putrid breeze, leaving behind only the equipment it was wearing or carrying. \n'b'  Genie-kin . Ghul nobles are undead djinn and are considered genies even though their type is undead. \n'b'  Magic Weapons . The ghul noble\xe2\x80\x99s weapon attacks are magical. \n'b'  Turning Defiance . The ghul noble and any ghuls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b'  Wrongful Demise . As a bonus action, the ghul noble can force its anger and resentment at its wrongful demise into a creature within 30 feet. The target must succeed on a DC 17  Charisma  saving throw or use its  reaction  to make one  attack  against a creature of the ghul noble\xe2\x80\x99s choice within 5 feet of the target. \n'b'  Undead Nature . A ghul doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b'  Actions \n'b'   Multiattack . The ghul noble makes three  melee attacks , but can use its Bite and Claws attacks only once each. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 18 (3d8 + 5) piercing damage. A genie slain by this attack rises 24 hours later as a ghul under the ghul noble\xe2\x80\x99s control, unless the genie is restored to life or its body is destroyed. The ghul noble can have no more than four ghuls under its control at one time. \n'b'  Claws .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 15 (3d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 15  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'  Scimitar .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 12 (2d6 + 5) slashing damage. \n'b'  Paralyzing Spit  (recharge 5-6). The ghul noble spits paralyzing saliva in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15  Dexterity  saving throw. On a failure, a creature takes 45 (10d8) acid damage and is  paralyzed  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  paralyzed . A  paralyzed  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Invisibility . The ghul noble magically turns invisible until it attacks or uses its Paralyzing Spit, or until its concentration ends (as if concentrating on a spell). Any equipment the ghul noble wears or carries is invisible with it. \n'b'  Reactions \n'b'   Parry . The ghul noble adds 3 to its AC against one  melee attack  that would hit it. To do so, the ghul noble must see the attacker and be wielding a melee weapon.'