b'Ghoul of Khemit \n'b'  Family:   Ghouls  \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  13 (natural armor)  Hit Points  26 (4d8 + 8)  Speed  30 ft.\n'b' STATS STR: 13 (+1) DEX:  15 (+2)  CON:  14 (+2)  INT:  13 (+1)  WIS:  14 (+2)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Damage Resistances  bludgeoning, piercing, and slashing damage made with nonmagical attacks  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  12  Languages  Abyssal, Common  Challenge  3 (700 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Carrion Stench . Any target other than the ghoul of Khemit that starts its turn within five feet of the ghoul of Khemit must succeed on a DC 14  Constitution  saving throw or be  poisoned  until the start of the target\xe2\x80\x99s next turn. On a successful saving throw, the ghoul of Khemit is immune to the Stench of all ghouls of Khemit for one hour. \n'b'  Dreadful Gaze . When a creature that can see the ghoul of Khemit\xe2\x80\x99s eyes starts its turn within 30 feet of it, the ghoul of Khemit can force it to make a DC 12  Wisdom  saving throw if the ghoul of Khemit isn\xe2\x80\x99t  incapacitated  and can see the creature. On a failure, the creature is  frightened  of the ghoul of Khemit for one minute. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can\xe2\x80\x99t see the ghoul of Khemit until the start of its next turn, when it can avert its eyes again. If the creature looks at the ghoul of Khemit in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the ghoul of Khemit are done at disadvantage. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The ghoul of Khemit makes one Bite  attack  and two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 5 (1d8 + 1) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +3 to hit, reach 5 ft., one target.  Hit : 4 (1d6 + 1) slashing damage and the creature must succeed at a DC 12  Constitution  saving throw or suffer from flesh rot. The creature can\xe2\x80\x99t regain  hit points  and loses 5 (1d10)  hit points  at every moonrise until they recover. Creatures suffering from flesh rot have disadvantage on any  Charisma -based checks. A creature may attempt a DC 12  Constitution  saving throw following each moonrise to recover from flesh rot, and if they succeed they are no longer affected. \n'b'\n'b' ABOUT \n'b' Those in the desert lands who commit the foul crime of cannibalism are transformed into undead horrors known as ghouls of Khemit. Some are driven by desperation or madness to feast upon their fellow man while others do so out of a twisted preference for the sweetest of meats. In either case, the end result is a hunched figure with sinewy muscle and leathery skin, something more akin to beast than man, with elongated muzzles and fiercely red eyes. The stench of death hangs about them as they hunt their next meal.'