b'Gholle \n'b'  Large   undead ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  153 (18d10 + 54)  Speed  30 ft.\n'b' STATS STR: 21 (+5) DEX:  15 (+2)  CON:  16 (+3)  INT:  13 (+1)  WIS:  13 (+1)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Perception  +4,  Stealth  +5  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  14  Languages  Abyssal, Common  Challenge  8 (3,900 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Carrion Stench . Any target other than the gholle that starts its turn within five feet of the gholle 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 gholle is immune to the Stench of all gholles for one hour. \n'b'  Create Spawn . Any humanoid creature slain by the gholle rises as a ghoul within 1d6 hours. They are not under the command of the gholle that created them, nor do they retain any abilities or memories they did in life. \n'b'  Magic Resistance . The gholle has advantage on saving throws against spells and other magical effects. \n'b'  Paralyzing Gaze . When a creature that can see the gholle\xe2\x80\x99s eyes starts its turn within 30 feet of the gholle, the gholle can force it to make a DC 14  Wisdom  saving throw if the gholle isn\xe2\x80\x99t  incapacitated  and can see the creature. On a failure, the creature is  paralyzed  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 gholle until the start of its next turn, when it can avert its eyes again. If the creature looks at the gholle in the meantime, it must immediately attempt the save. While averting its eyes, any attacks on the gholle are done at disadvantage. \n'b'  Regeneration . The gholle regains 5  hit points  at the start of its turn. The gholle is destroyed only if it starts its turn with  0 hit points  and doesn\xe2\x80\x99t  regenerate . \n'b'  Turn Resistance . The gholle has advantage on saving throws against any effect that turns undead. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The gholle makes one Bite  attack  and two Claw attacks. \n'b'  Bite .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 14 (2d8 + 5) piercing damage. \n'b'  Claw .  Melee Weapon Attack : +9 to hit, reach 10 ft., one target.  Hit : 8 (1d6 + 5) slashing damage. \n'b'\n'b' ABOUT \n'b' Gholles are undead humanoids with the features of hyenas, gorillas, and humans. They often travel in mixed packs of ghouls and ghoul-like creatures and are the leaders of such packs if the gholle is the largest or strongest. Their hunched bodies are 12 feet tall, with gorilla-like faces and long hyena snouts. While most of their body is that of a rotting human corpse, their hands and feet are clearly bestial in nature, with sharp claws and tufts of hair.'