The Rakghoul Plague:
An Outbreak Survival Guide
Rakghoul Field Identification Guide
The Plague: Stages of Infection (pg.3)
A history of the Rakghoul Plague and a breakdown of running the virus in your game using a 5-Stage guide to the infection.
Vaccines and Inoculations (pg.4)
A cursory overview of the rare, but potentially-existing treatments and cures for the plague.
Rakghoul Inoculation | prototype
Rakghoul Pheromones | premium
Rakghoul Serum | artifact
Rakghoul Vaccine | advanced
Rakghoul Viral Inhibitor | premium
ALPHABETIZED BESTIARY (pg.5)
A comprehensive assortment of stat blocks for rakghouls and rakghoul-infected creatures.
Nekghoul. CR 1
Nekghoul Adept. CR 3
Nekghoul Mystic. CR 7
Nekghoul Savage. CR 3
Nekghoul Tormenter. CR 7
Plaguebearer. CR 1/4
Plaguebearer, Virulent. CR 3
Rakghoul (Revised). CR 1
Rakghoul, Crazed. CR 8
Rakghoul, Fiend. CR 4
Rakghoul, Hulking (Revised). CR 5
Rakghoul, Irradiated. CR 5
Rakghoul, Monstrous. CR 15
Rakghoul, Vile. CR 3
Rakling. CR 1/4
Rakghoul, Eyeless. CR 22
RAKGHOUL PLAGUE
The rakghoul plague or rakghoul disease was a disease engineered by the ancient Sith Lord Karness Muur. Muur, seeking a means to escape death and achieve galactic conquest, forged a Sith amulet that came to be known as the Muur Talisman, an item into which Muur poured his mind, will, and Sith magic.
The Muur Talisman's power could almost instantaneously turn any nearby sentient being into a mindless rakghoul, a Sith-spawned mutant subservient to Muur's will. But the talisman's power was not perfect, and it could not transform Force-sensitives or beings belonging to certain non-Human species into rakghouls, and thus Muur designed the rakghoul plague to compensate for this weakness.
The virus-like plague, carried by every rakghoul in existence at the time, could be spread to another being by a bite or a scratch from a rakghoul's claw. The victim would then suffer through an incubation period lasting approximately six to forty-eight hours before being transformed into a rakghoul, one fully capable of spreading the Sith-made disease on to further victims.
A Deadlier Virus
FOR GMs looking for a more realistic, but potentially survivable Rakghoul Plague, this variant rule offers a series of Stages of Infection to run for a character or creature who is infected by a Rakghoul with the Rakghoul Plague, as per the Rakghoul stat block found in Scum and Villainy.
As a tip for GMs, remember that curing the Rakghoul Plague is incredibly difficult, not just because of the virility of the virus, but because of its origins in Sith Sorcery. Powers such as Restoration are unlikely to have any great success stopping the virus. Only truly powerful force powers or rare vaccine serums would be likely to truly succeed. Consider how such cures would exist in your world, and how your players could go about attaining them should they fall prey to the plague.
STAGES OF INFECTION
STAGE I: INCUBATION
When a creature is infected with the Rakghoul Plague, roll a 1d4. For a number of hours equal to the number rolled, there are no symptoms. At the end of this time, the creature must make a new saving throw against the plague, the DC for which is equal to the original infection saving throw. On a success, the disease doesn’t progress and remains asymptomatic for another 1d4 hours before the creature must repeat this saving throw.
STAGE II: POISONED
Once an infected creature fails the Stage I saving throw, it becomes symptomatic. The creature is poisoned. Roll another d4. At the end of another number of hours equal to the number rolled, it must succeed on another saving throw or advance to Stage III. On a success, the creature must reroll the saving throw after another 1d4 hours.
STAGE III: VIRULENCE
At this stage, the creature is still poisoned, and takes on a noticeably sickly appearance; its eyes turn a yellowish-green, its breath turns foul, and its skin takes on a pale, corpse-like pigmentation.
Additionally, once per round the creature must succeed on a Constitution saving throw save. On a failed save, the creature spends its action that turn retching and reeling in place. This effect cannot occur more than once per minute.
Lastly, if the creature drops to 0 hit points at any time while at this stage, it immediately dies and resurrects after 1d4 minutes as a rakghoul.
At the end of another 1d4 hours, the creature must succeed on a new infection saving throw or advance to the next stage of infection. On a success, the creature must reroll the saving throw after another 1d4 hours.
STAGE IV: BLIGHTED
A creature at Stage IV retains the effects of Stages II and III, and starts losing control. Once per turn when it attempts to make an attack roll or cast a power, it must succeed on a Wisdom saving throw or go into a blind rage. On a failed save, the creature loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, power, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
At the end of another 1d4 hours, the creature must succeed on a new infection saving throw or advance to the final stage of infection. On a success, the creature must reroll the saving throw after another 1d4 hours.
STAGE V: TRANSMOGRIFICATION:
At the final stage of infection, the creature's appearance twists further, taking on a more gaunt and angular visage. Blood begins to leak from its orifices, and its eyes turn black. Once per hour while at this stage, the creature's hit point maximum is reduced by 10. Once the creature reaches 0 hit points, it must succeed on a Constitution saving throw (DC 10 + 1 for each hour spent at Stage V), immediately transforming into a rakghoul on a failed save. On a success, it regains 1 hit point. If its hit point maximum has been reduced, it increases by 1.
Vaccines and Inoculations
Since the earliest days of the first outbreak of the Rakghoul virus, attempts to discover a cure or vaccine for it have persisted. Despite centuries of effort, an official, publicly available, highly-effective inoculation has eluded the galaxy.
That is not to say that there have not been successes. During the time of the Old Republic, rumors existed that the former-Sith Lord Revan aided in the creation of a serum that cured infected on the planet Taris shortly before its orbital bombardment.
Several hundred years after that, during the Galactic War between the Republic and the resurgent Sith Empire, a galaxy-wide outbreak pushed entire planets into quarantine. The Hyland Organization for Rakghoul Neutralization - or, T.H.O.R.N. - spearheaded the efforts against the virus, and successfully employed a short-term vaccine among its agents to inoculate them against the effects of the plague while combating ghouls in the underground tunnels of Alderaan and Tatooine. And many thousands of years later, Jedi Cade Skywalker managed to use a unique force ability to heal himself of infection.
The virus is pernicious and persistant, however, and even at times when vaccines did exist in some limited capacity, they were expensive for the average person and in short supply. For GM's considering introducing the Rakghoul Plague into your game world, consider when your game takes place and whether or not any such cure is available in it.
An Indefinite Compository of Cures
Treatment | Effectiveness |
---|---|
Rakghoul Inoculation | Temporary |
Rakghoul Pheromones | Warding |
Rakghoul Serum | Permanent |
Rakghoul Vaccine | Protective |
Rakghoul Viral Inhibitor | Delaying |
Rakghoul Inoculation
Consumable (medical), prototype
This syringe holds cloudy, purple liquid that bears a foul, sulfuric smell. You can use an action to administer the inoculation to a creature within 5 feet. When you administer this inoculation, the creature has advantage on saving throws made to resist the rakghoul plague for 1 hour. A creature can benefit from only one inoculation at a time.
Rakghoul Pheromones
Consumable (medical), premium
This concoction of foul-smelling formula contains a mixture of collected rakghoul secretions, bile, waste, and sweat alongside an activating enzyme. As an action, you can administer these pheromones to a creature within 5 feet. When you administer these pheromones, the creature has advantage on all Dexterity (Stealth) checks made to avoid detection by rakghouls, and all Charisma checks to interact with them.
Additionally, rakghouls that come within 10 feet of the creature must succeed on a DC 13 Wisdom saving throw or become charmed by the creature. While charmed in this way, the rakghoul regards the creature as friendly. This effect ends after 10 minutes, or the creature or its allies attack the rakghoul.
Rakghoul Serum
Consumable (medical), artifact
This syringe holds 1d3 uses of translucent, vibrant purple liquid that bears a purified, alcoholic smell. You can use an action to administer the serum to a creature within 5 feet. When you administer this serum, the creature becomes immune to the rakghoul plague. A creature currently infected with the plague is immediately cured.
A rakghoul injected with this serum must make a Constitution saving throw with a DC equal to 10 + 1 for every 10 current hit points it has. (For example, a creature with 50 current hit points must pass a DC of 15.) On a success, the creature is cured, falls unconscious, and reverts back to its original form in 1d4 hours. On a failure, the creature is not cured and is immune to rakghoul serum for 24 hours.
Rakghoul Vaccine
Consumable (medical), advanced
This syringe holds 1d3 uses of hazy, swirling purple liquid that bears a waxy, copper smell. You can use an action to administer the vaccine to a creature within 5 feet. When you administer this vaccine, the creature gains immunity to rakghoul plague for 24 hours. A creature currently infected with the plague is immediately cured.
Each time a creature immunized by this vaccine would make a saving throw against being infected with the rakghoul plague, there is a 15% chance the vaccine is broken down in the bloodstream, ending its effects immediately after that contact, but not before protecting the creature. This chance increases by 5% for each successive instance of contact with the plague. On a failed roll, the creature is not aware the vaccine has broken down.
Nekghoul
Medium aberration, any balanced
- Armor Class 14 (unarmored)
- Hit Points 38 (5d8 + 15)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 14 (+2)
- Saving Throws Wis +4, Cha +4
- Skills Perception +4, Survival +4
- Condition Immunities disease
- Senses darkvision 60 ft., passive Perception 14
- Languages Galactic Basic
- Challenge 1 (200 XP)
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Forcecasting. The Nekghoul is a 2nd level forcecaster. Its forcecasting ability is Charisma (force save DC 12, +4 to hit with force attacks, 9 force points). The Nekghoul knows the following force powers:
At-will: force disarm, force push/pull, necrotic charge, saber reflect
1st level: force propel, phasestrike, project
Actions
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.
Reactions
Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Nekghoul Adept
Medium aberration, balanced light
- Armor Class 15 (unarmored)
- Hit Points 53 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 9 (-1) 17 (+3) 14 (+2)
- Saving Throws Wis +5, Cha +4
- Skills Perception +5, Survival +5
- Condition Immunities disease
- Senses darkvision 60 ft., passive Perception 15
- Languages Galactic Basic
- Challenge 3 (700 XP)
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Combat Caster. When the Nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.
Forcecasting. The Nekghoul is a 3nd level forcecaster. Its forcecasting ability is Wisdom (force save DC 13, +5 to hit with force attacks, 13 force points). The Nekghoul knows the following force powers:
At-will: force disarm, force push/pull, force technique, rebuke, saber reflect, turbulence
1st level: force propel, phasestrike, project, tremor
2nd level: force barrier, force blind/deafen, force throw
Actions
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage.
Reactions
Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Nekghoul Mystic
Medium aberration, balanced light
- Armor Class 16 (unarmored)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 18 (+4) 15 (+2)
- Saving Throws Wis +7, Cha +5
- Skills Perception +7, Survival +7
- Condition Immunities charmed, disease
- Senses darkvision 60 ft., passive Perception 17
- Languages Galactic Basic
- Challenge 7 (2,900 XP)
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Combat Caster. When the Nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.
Forcecasting. The Nekghoul is a 6th level forcecaster. Its forcecasting ability is Wisdom (force save DC 15, +7 to hit with force attacks, 22 force points). The Nekghoul knows the following force powers:
At-will: burst, force disarm, force push/pull, force technique, rebuke, saber reflect, saber throw, turbulence
1st level: force propel, phasestrike, project, tremor
2nd level: force barrier, force throw, improved saber throw
3rd level: convulsion, telekinetic shield, telekinetic storm
Actions
Multiattack. The Nekghoul makes two vibroblade attacks.
Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.
Reactions
Parry. The nekghoul adds 3 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Nekghoul Savage
Medium aberration, balanced dark
- Armor Class 15 (unarmored)
- Hit Points 53 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 16 (+3) 9 (-1) 14 (+2) 17 (+3)
- Saving Throws Wis +4, Cha +5
- Skills Perception +4, Survival +4
- Condition Immunities disease
- Senses darkvision 60 ft., passive Perception 14
- Languages Galactic Basic
- Challenge 3 (700 XP)
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Combat Caster. When the Nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.
Forcecasting. The Nekghoul is a 3nd level forcecaster. Its forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks, 13 force points). The Nekghoul knows the following force powers:
At-will: enfeeble, force disarm, force push/pull, necrotic touch, saber reflect
1st level: fear, force propel, phasestrike, project, sap vitality, wound
2nd level: drain vitality, force throw
Actions
Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage.
Reactions
Parry. The nekghoul adds 2 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Nekghoul Tormenter
Medium aberration, balanced dark
- Armor Class 16 (unarmored)
- Hit Points 90 (12d8 + 36)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 14 (+2) 16 (+3) 10 (+0) 15 (+2) 18 (+4)
- Saving Throws Wis +5, Cha +7
- Skills Perception +5, Survival +5
- Condition Immunities disease, frightened
- Senses darkvision 60 ft., passive Perception 15
- Languages Galactic Basic
- Challenge 7 (2,900 XP)
Aggressive. As a bonus action, the nekghoul can move up to its speed toward a hostile creature that it can see.
Combat Caster. When the Nekghoul uses its action to cast a force power, it can use a bonus action to make a vibroblade attack.
Forcecasting. The Nekghoul is a 6th level forcecaster. Its forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 22 force points). The Nekghoul knows the following force powers:
At-will: enfeeble, force disarm, force push/pull, necrotic touch, saber reflect, slow
1st level: fear, force propel, phasestrike, sap vitality, wound
2nd level: affliction, drain vitality, force throw, hallucination
3rd level: choke, dark aura, force scream, horror
Actions
Multiattack. The Nekghoul makes two vibroblade attacks.
Vibroblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d10+3) kinetic damage.
Reactions
Parry. The nekghoul adds 3 to its AC against one melee attack that would hit it. To do so, the nekghoul must see the attacker and be wielding a melee weapon.
Plaguebearer
Medium humanoid (any), unaligned
- Armor Class 11 (unarmored)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 9 (-1)
- Skills Perception +3, Survival +3
- Senses passive Perception 13
- Languages any it knew before infection
- Challenge 1/4 (50 XP)
Rakghoul Plague. Creatures that come in contact with the plaguebearer may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Plague Madness. The plaguebearer's mind has been shattered by the rakghoul virus, its only goal being to consume flesh. It can speak only in grunts and cannot be reasoned with. It has advantage on saving throws made against being charmed or frightened.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target that is prone, grappled by the plaguebearer, restrained, or incapacitated. Hit: 8 (2d6+1) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 11 Constitution saving throw or become infected with the Rakghoul Plague.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) kinetic damage. The target must succeed on a DC 11 Strength saving throw or fall prone.
Noxious Feast. The plaguebearer feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the plaguebearer regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The plaguebearer can’t use Noxious Feast on a corpse if it or another plaguebearer has already used Noxious Feast on the corpse, or if it is a droid or construct.
Plaguebearer, Virulent
Medium humanoid (any), unaligned
- Armor Class 13 (unarmored)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 14 (+2) 6 (-2) 12 (+1) 8 (-1)
- Skills Perception +3, Survival +3
- Senses passive Perception 13
- Languages any it knew before infection
- Challenge 3 (700 XP)
Rakghoul Plague. Creatures that come in contact with the plaguebearer may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Plague Madness. The plaguebearer's mind has been shattered by the rakghoul virus, its only goal being to consume flesh. It can speak only in grunts and cannot be reasoned with. It has advantage on saving throws made against being charmed or frightened.
Actions
Multiattack. The plaguebearer makes two unarmed strikes and one bite attack if it is able to.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target that is prone, grappled by the plaguebearer, restrained, or incapacitated. Hit: 9 (2d6+2) kinetic damage plus 7 (2d6) poison damage. If the target is a humanoid creature, it must succeed on a DC 11 Constitution saving throw or become infected with the Rakghoul Plague.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage. The target must succeed on a DC 11 Strength saving throw or fall prone.
Noxious Feast. The plaguebearer feeds on a corpse within 5 feet of it that is less than 1 week old. It regains 1d8 hit points per size category of the creature it consumes. For example, the plaguebearer regains 1d8 hit points when consuming a Tiny creature or 4d8 hit points when consuming a Large creature. The plaguebearer can’t use Noxious Feast on a corpse if it or another plaguebearer has already used Noxious Feast on the corpse, or if it is a droid or construct.
Reactions
Virulent Dissemination. When the plaguebearer is reduced to 0 hit points, it can immediately explode in a burst of diseased ichor. All creatures within 10 feet of the plaguebearer must succeed on a DC 13 Dexterity saving throw, taking 16 (3d10) poison damage on a failed save or half as much on a success. Creatures that fail the saving throw by 5 or more are infected with the Rakghoul Plague. The plaguebearer is disintegrated.
Rakghoul
Medium aberration, unaligned
- Armor Class 12 (natural armor)
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 12 (+1) 4 (-3) 10 (+0) 6 (-2)
- Skills Perception +2, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Languages —
- Challenge 1 (200 XP)
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.
Rakghoul, Crazed
Medium aberration, unaligned
- Armor Class 15 (natural armor)
- Hit Points 142 (15d8 + 75)
- Speed 30 ft.
STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 20 (+5) 4 (-3) 11 (+0) 8 (-1)
- Skills Athletics +7, Perception +3, Survival +3
- Damage Resistances fire, necrotic
- Damageg Immunities poison
- Condition Immunities charmed, poisoned
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 8 (3,900 XP)
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Stench. Any creature other than a rakghoul that starts its turn within 5 feet of the rakghoul must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all crazed rakghouls for 1 hour.
Actions
Multiattack. The rakghoul makes three attacks: two with its claws and one with its strangling tentacle.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Strangling Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8+4) kinetic damage plus 7 (2d6) necrotic damage. If the target is Medium or smaller, it is grappled (escape DC 15). Until this grapple ends, the target can’t breathe, speak, or cast powers; is restrained; and takes 7 (2d6) necrotic damage at the start of each of the rakghoul’s turns. The rakghoul has three tentacles, each of which can grapple only one target.
Rakghoul, Fiend
Medium aberration, unaligned
- Armor Class 16 (weave armor)
- Hit Points 91 (14d8 + 28)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 14 (+2) 7 (-2) 10 (+0) 8 (-1)
- Skills Perception +2, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Languages —
- Challenge 4 (1,100 XP)
Command Brethren (2/day). The fiend can exert its control over other rakghouls. As a bonus action on its turn, it can command up to 5 allied rakghouls within 30 feet of it to move. Affected allies immediately gain 5 temporary hit points and can use their reaction to move up to their speed without provoking opportunity attacks.
Muur Remnant. The fiend retains a piece of its former intelligence. It is proficient with any weapons it had proficiency with in life, as well as any former knowledge of combat and tactics. It deals an additional weapon die of damage with any weapon it wields (included).
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Multiattack. The rakghoul makes two claw attacks. It can substitute any claw attack for an attack with a weapon it is wielding.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.
Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400, one target. Hit: 12 (2d8+3) energy damage.
Blaster Rifle Burst. The rakghoul sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.
Reactions
Muscle Memory. When a creatures moves to within 30 feet of the rakghoul, it can make a ranged weapon attack against the creature.
Rakghoul, Hulking
Large aberration, unaligned
- Armor Class 15 (natural armor)
- Hit Points 120 (16d10 + 32)
- Speed 40 ft.
STR DEX CON INT WIS CHA 17 (+3) 19 (+4) 14 (+2) 4 (-3) 10 (+0) 6 (-2)
- Skills Athletics +6, Perception +3, Survival +3
- Senses darkvision 60 ft., passive Perception 13
- Languages —
- Challenge 5 (1,800 XP)
Aggressive. As a bonus action, the rakghoul can move up to its speed toward a hostile creature it can see.
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Multiattack. The rakghoul makes two claw attacks.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Rakghoul, Irradiated
Medium aberration, unaligned
- Armor Class 14 (natural armor)
- Hit Points 82 (11d8 + 33)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 19 (+4) 16 (+3) 4 (-3) 14 (+2) 6 (-2)
- Saving Throws Con +6, Wis +5
- Skills Perception +5, Survival +5
- Damage Immunities acid, poison, necrotic
- Condition Immunities poisoned, disease
- Senses darkvision 60 ft., passive Perception 15
- Languages —
- Challenge 5 (1,800 XP)
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Radioactive Aura. The rakghoul exudes a radioactive aura within a 10-foot radius. When a creature enters the area for the first time or starts their turn there, it takes 6 (1d12) necrotic damage.
Radioactive Glow. The rakghoul sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage plus 7 (2d6) necrotic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage plus 3 (1d6) necrotic damage. If the target is a humanoid creature, it must succeed on a DC 14 Constitution saving throw or become infected with the Rakghoul Plague.
Rakghoul, Monstrous
Huge aberration, unaligned
- Armor Class 17 (natural armor)
- Hit Points 209 (22d12 + 66)
- Speed 40 ft.
STR DEX CON INT WIS CHA 21 (+5) 17 (+3) 16 (+3) 4 (-3) 13 (+1) 6 (-2)
- Saving Throws Str +9, Con +7, Wis +5
- Skills Athletics +9, Perception +5, Survival +5
- Senses darkvision 60 ft., passive Perception 15
- Languages —
- Challenge 15 (13,000 XP)
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Actions
Multiattack. The rakghoul uses its Baleful Wail if it is available, then makes two attacks with its claws. It can replace one claw attack with its Gore.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 15 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8+5) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 15 Constitution saving throw or become infected with the Rakghoul Plague.
Gore. Melee Weapon Attack: +10 to hit, reach 5 ft., one target that is grappled by the rakghoul, incapacitated, prone, or restrained. Hit: 18 (3d8+5) kinetic damage. The target must succeed on a DC 17 Constitution saving throw or take an additional 7 (2d6) kinetic damage and become wounded. While wounded in this way, at the start of each of its turns, the target takes another 7 (2d6) kinetic damage and gains one level of slowed. The target may repeat the saving throw at the end of each of its turns, ending the effect on a success.
Throw Boulder. Ranged Weapon Attack: +7 to hit, range 60/240 ft., one target. Hit: 22 (3d12+3) kinetic damage.
Baleful Wail (Recharge 5 or 6). The rakghoul unleashes an echoing roar. Each creature within 60 feet who can hear the rakghoul must succeed on a DC 17 Wisdom saving throw or take 21 (6d6) sonic damage and become stunned until the end of its next turn. On a successful save, a creature takes half damage and isn't stunned. A creature that fails the save by 5 or more also falls prone.
Reactions
Revenge. When the rakghoul is dealt 25 damage or more by a single melee attack and survives, it can make a claw attack against the attacker.
Rakghoul, Vile
Medium aberration, unaligned
- Armor Class 14 (natural armor)
- Hit Points 52 (7d8 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 17 (+3) 15 (+2) 16 (+3) 4 (-3) 10 (+0) 8 (-1)
- Skills Perception +3, Survival +3
- Senses darkvision 60 ft., passive Perception 12
- Languages —
- Challenge 3 (700 XP)
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.
Stench. Any creature other than a rakghoul that starts its turn within 5 feet of the rakghoul must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all vile rakghouls for 1 hour.
Actions
Multiattack. The rakghoul makes two attacks with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.
Reactions
Virulent Dissemination. When the rakghoul is reduced to 0 hit points, it can immediately explode in a burst of diseased ichor. All creatures within 10 feet of the rakghoul must succeed on a DC 13 Dexterity saving throw, taking 16 (3d10) poison damage on a failed save or half as much on a success. Creatures that fail the saving throw by 5 or more are infected with the Rakghoul Plague. The rakghoul is disintegrated.
Rakling
Tiny aberration, unaligned
- Armor Class 11 (natural armor)
- Hit Points 8 (3d4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 11 (+0) 4 (-3) 10 (+0) 6 (-2)
- Skills Perception +2, Survival +2
- Senses darkvision 60 ft., passive Perception 12
- Languages —
- Challenge 1/4 (50 XP)
Savage Leap. If the rakling moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the rakling can make one claw attack against it as a bonus action.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4+1) kinetic damage.
Plague-Infected Creature Template
For GM's looking to bring the plague to non-humanoid creatures, consider adding the following template:
Creature Type: The creature's type is changed to Aberration.
Ability Scores: The creature's Constitution increases by 2 and its Intelligence is reduced to a 4 if not already lower.
Darkvision. The creature darkvision out to 60 feet. If it already had darkvision, it is instead extended an additional 30 feet.
Mutated Strikes. The creature's unarmed strikes, claw, or other natural weapon attacks deal an additional weapon die of damage.
Rakghoul Plague. Creatures that come in contact with the INFECTED may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Rakghoul, Eyeless
Gargantuan aberration, unaligned
- Armor Class 15 (natural armor)
- Hit Points 347 (21d20 + 126)
- Speed 40 ft.
STR DEX CON INT WIS CHA 26 (+8) 11 (+0) 22 (+6) 4 (-3) 16 (+3) 6 (-2)
- Saving Throws Str +15, Con +13, Int +4, Wis +10
- Skills Athletics +15, Survival +10
- Damage Resistances poison, kinetic and energy from unenhanced weapons
- Condition Immunities charmed, blinded, frightened, stunned, paralyzed, poisoned
- Senses tremorsense 120 ft., passive Perception 13
- Languages —
- Challenge 22 (41,000 XP)
Devastating Blows. The Eyeless' attacks count as enhanced for the purposes of overcoming resistances.
Legendary Resistances (3/Day). If the Eyeless fails a saving throw, it can choose to succeed instead.
Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 27 (6d8) hours. The infection has five stages, with each stage getting progressively deadlier.
Ultimate Mutation. The Eyeless is the peak of rakghoul mutation. Once per round when a creature infected with the rakghoul plague enters the area within 30 feet of the Eyeless for the first time, it must roll its saving throw against the Plague or immediately advance to the next stage of infection.
Actions
Multiattack. The Eyeless uses its Infected Phlegm, then uses its Crush if available, or makes three slam attacks.
Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 18 Constitution saving throw or become infected with the Rakghoul Plague.
Crush (Recharge 5-6). The Eyeless ferociously pounds the ground around it. Each creature within a 15-foot radius of the Eyeless must make a DC 20 Strength saving throw, taking 42 (12d6) kinetic damage on a failed save and falling prone. On a success, a creature takes half damage and doesn't fall prone.
Infected Phlegm. The Eyeless spits out a deluge of sickly green mucus at three points of its choice within 60 feet of it, each splashing down in a 10-foot radius around the point. Each creature in an affected area must succeed on a DC 17 Dexterity saving throw or take 10 (3d6) acid damage and be coated in slime. A creature coated in this slime gains one level of the slowed condition, and when it makes a saving throw, it must roll a d4 and subtract the number rolled from the total. For each coating of slime affecting a creature, it gains an additional level of slowed and the d4 roll increases by 1d4. On a successful save, a creature takes half damage and isn't slimed. A creature may repeat the saving throw at the end of their turn, ending the effect on a success. A creature in the area of more than one deluge of mucus is only affected once. A creature affected by three coatings of slime is automatically infected with Rakghoul Plague.
Legendary Actions
The Rakghoul, Eyeless can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Rakghoul, Eyeless regains spent legendary actions at the start of their turn.
Move. The Eyeless moves up to its speed.
Stomp. The Eyeless makes one Slam attack.
Summon Rakghouls (2 Actions). The Eyeless lets forth a bellowing roar, calling forth 1d4+2 rakghouls in the area, which appear in any unoccupied spaces within 15 feet of the Eyeless.