b'Nighthulk \n'b'  Large   undead ,  chaotic evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  76 (9d10 + 27)  Speed  40 ft.\n'b' STATS STR: 19 (+4) DEX:  10 (+0)  CON:  17 (+3)  INT:  2 (-4)  WIS:  9 (-1)  CHA:  6 (-2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  9  Languages  understands Common, but can\xe2\x80\x99t speak  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'\n'b'  Keen Smell . The nighthulk has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Thrash (1/Turn) . The nighthulk gains advantage on a single melee weapon  attack  roll this turn. If the  attack  hits, it deals double damage. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The nighthulk makes two attacks: one with its bite, and one with its claws. \n'b'  Bite .  Melee Weapon Attack : +7 to hit, reach 5 ft., one creature.  Hit : 18 (4d6 + 4) piercing damage. \n'b'  Claws .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 13 (2d8 + 4) slashing damage. If the target is a creature other than an  elf  or  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. While nighthulks can arise spontaneously where ghouls feast on the flesh of oxen, apes, or other muscular beasts, they are most common where a more intelligent  ghoul , or ghast, guides their development to aid their own dominance.'