b'Ghoul, Cinder \n'b'  Family:   Ghouls  \n'b'  Large   undead ,  chaotic evil  \n'b'  Armor Class  15  Hit Points  75 (10d10+20)  Speed  0 ft., fly 40 ft. (hover)\n'b' STATS STR: 16 (+3) DEX:  20 (+5)  CON:  15 (+2)  INT:  4 (-3)  WIS:  12 (+1)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wis  +4  Skills   Perception  +7  Damage Vulnerabilities  cold  Damage Resistances  bludgeoning, piercing, and slashing from nonmagical attacks that aren\xe2\x80\x99t silvered.  Damage Immunities  fire, poison, necrotic  Condition Immunities   exhaustion ,  poisoned ,  prone   Senses   darkvision  60 ft., passive  Perception  17  Languages  Kirkut (cannot speak)  Challenge  7 (2,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Limited Gaseous Form . The cinder ghoul cannot fit through narrow gaps, but it can fit through a space as if it were Small sized without squeezing. A cinder ghoul cannot enter water or other liquid. It is not ethereal or incorporeal and is affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can\xe2\x80\x99t disperse or damage a cinder ghoul. Because it contains burning embers and small bits of perpetually smoldering flesh, a cinder ghoul has disadvantage when making a  Dexterity  ( Stealth ) check, even when attempting to  hide  in an area of mist, smoke, or other gas. \n'b'  Magical Resistance . The cinder ghoul has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The cinder ghoul makes one slam attack and uses its smoke inhalation ability. \n'b'  Slam .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 14 (2d8+5) bludgeoning damage and 4 (1d8) fire damage. A creature damaged by this  attack  must make a DC 13  Constitution  saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. \n'b'  Smoke Inhalation . The cinder ghoul attempts to force some of its smoky form into the lungs of a living creature within 5 feet. The target must then make a successful DC 16  Constitution  saving throw or inhale part of the creature. On a failure, the target takes 9 (2d8) fire damage and 9 (2d8) necrotic damage and is  poisoned  until the end of its next turn. On a success, the target only takes half as much damage, and is not  poisoned . \n'b'\n'b' ABOUT \n'b' Slain by the actual impact of the Burning Star long ago, these creatures burn in perpetual torment, their charred flesh and bone still wreathed in the fires that killed them. When encountered with radioactive combusted they take charge of the pack, but they employ little strategy, simply charging to burn their foes to cinders at any cost. They are unable to suppress their burning form, so they are much easier to spot as they approach across the low rises of the plains.'