
Ghoulish Durg
Aberration
The Ghoulish Durg looks less like a creature and more like a mistake that learned to sag into motion. It’s a chest-high, wagon-wide heap of flesh and sinew that can’t decide what shape it should be—every surface wobbles as if it’s poured fresh minutes ago, then hardens again into a new, wrong curve. Its features don’t sit still long enough to call “lumps” or “limbs.” Boundaries smear: a bulge becomes a bulge-becoming, then collapses into a trough, then rises again somewhere else, as though the whole thing is shifting its center of gravity by taste alone.
Thin skin hangs in soft, uneven curtains that slide and tack to itself, streaked with black-green seepage that spreads outward instead of dripping down. Instead of a face, a crowded confusion of puckered openings works at overlapping angles—small wet mouths and pinprick holes that trade places across its surface, never settling in one location for long. Its “breaths” arrive as wet ruptures that suck in with a muffled slurp, then exhale in soft gargles that seem to come from wherever the mound is swelling at that second. Sometimes a pale strand pushes outward like a tongue trying to remember what it used to be; it feels the heat in the air and traces slick, dragging paths that steam faintly before cooling into tacky drag-marks.

Under the wet sheen, chalky rib ridges pulse like bruises you can see breathing, rising and sinking without warning, as if the mound keeps changing the idea of bones beneath it. Its approaches are all wrong-footed—connective lengths bunch up, slacken, and then “reach” in spurts, forming handlike clumps for a heartbeat before re-melting into paste. When it advances, it does not step so much as ooze forward knot by knot, leaving viscera-thin ribbons that tear and cling—then stretch again when the Durg shifts its weight, making the contact feel sticky and alive for too long.
When it attacks, it doesn’t lunge. It swells. The whole mass balloons outward, and the wandering openings spread like wounds forced open by pressure from inside. It draws in a foul breath that smells of old coin and rot-sweet decay, then releases an exhale that tastes bitter on the back of the throat. Its nearest openings thrust through the squirming surface in sudden surges, spattering dark fluid that bruises the ground into sickness—black-gray slick that creeps cold and heavy. Even after impact, the mound keeps working at itself, murmur-squelching and rasping as if it’s chewing on the idea of you: a mouth snaps shut, then another opens where there wasn’t one a moment ago.
Ghoulish Durg
Medium Aberration, chaotic evil
AC 14 (tangled, shifting flesh)
Initiative +1 (11)
HP 131 (14d12+40)
Speed 25 ft.
Senses Darkvision 120 ft.; Passive Perception 10
CR 11 (XP 7,200; PB +4)
Traits
Shifting Carcass. The Ghoulish Durg’s body continuously rearranges. While it is moving, it can squeeze its bulk through spaces as narrow as 5 inches wide without squeezing through other spaces. Additionally, opportunity attacks against it have disadvantage.
Necrotic Slick. When the Ghoulish Durg moves, it leaves behind sickening residue. Any creature that starts its turn within 5 feet of the Ghoulish Durg must make a Constitution saving throw. On a failed save, the creature takes 7 (2d6) necrotic damage and can’t regain hit points until the start of its next turn. On a successful save, it takes half as much necrotic damage and can still regain hit points.
Boundaries Smear (Repositioning). As part of its move, the Ghoulish Durg can shift its position up to 10 feet to a spot it can see, without provoking opportunity attacks. This shift can cross difficult terrain and doesn’t require space in between.
Actions
Multiattack. The Ghoulish Durg makes one Unnatural Swarm of Openings attack and one Necrotic Spatter attack.
Unnatural Swarm of Openings. Melee Attack Roll: +8, reach 5 ft. Hit: 17 (2d10+8) slashing damage. If the target is a creature, it must succeed on a Constitution saving throw or take 7 (2d6) necrotic damage at the start of its next turn.
Necrotic Spatter. Ranged Attack Roll: +8, range 20/60 ft. Hit: 16 (2d10+7) necrotic damage. The ground in a 5-foot-radius area becomes slick with black-gray ooze until the end of the Ghoulish Durg’s next turn. The area is difficult terrain. A creature that starts its turn in the area must make a Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one.
Volatile Exhalation (Recharge 5-6). The Ghoulish Durg exhales a foul, bitter breath in a 15-foot cone. Each creature in the cone must make a Wisdom saving throw. On a failed save, a creature takes 22 (4d10) necrotic damage, and the creature’s speed is reduced by 10 feet until the start of its next turn. On a successful save, it takes half as much damage and doesn’t have its speed reduced.
