Ghast

This humanoid creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame.
 

Ghast (CR 2)

Medium Undead
Alignment: Chaotic Evil
Initiative: +4
Senses: Darkvision 60 feet; Perception +9
  Speed: 30 feet
Space: 5 feet
 

Defense

Armor Class: 18, touch 14, flat-footed 14 (+4 Dex, +4 natural)
Hit Points: 17 (2d8+8)
Saving Throws: Fort +4, Ref +4, Will +7
Channel Resistance +2
 

Offense

Melee: bite +5 (1d6+3 plus disease and Paralysis) and 2 claws +5 (1d6+3 plus Paralysis)
Reach: 5 feet
  Special Attacks: Paralysis (1d4+1 rounds, DC 15, effects elves normally), Stench
 

Statistics

StrDexConIntWisCha
17 (+3) 19 (+4) - 17 (+3) 18 (+4) 18 (+4)
Base Attack Bonus: +1
CMB +4
CMD 18
  Feats: Weapon Finesse
  Skills: Acrobatics +6, Climb +8, Perception +9, Stealth +9, Swim +4
  Languages: Common
 

Special Abilities

Disease (Su)

Ghoul Fever: Bite-injury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.

Paralysis (Su)C

reatures damaged by a ghast's natural attacks must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike ghouls, A ghast's paralysis even affects elves Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown. The duration of the paralysis varies and is included in the creature's description.

Stench (Ex)

Ghast's exude an overwhelming stink of death and corruption in a 10-foot radius. Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes
 

Ecology

Environment: Any Land
Organization: solitary, gang (2-4), or pack (7-12)
Treasure: standard

  A ghast's paralysis even affects elves.
  Ghasts roam in packs of their own kind or lead groups of common ghouls.
  The stink of death and corruption surrounding these creatures is overwhelming.

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