Ghast
Ghast, CR 2
STR
17
+3
DEX
17
+3
CON
10
+0
INT
11
+0
WIS
10
+0
CHA
8
-1
Special Abilites
Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's stench for 24 hours. Turning Defiance. The ghast and any Ghouls within 30 feet of it have Advantage on saving throw against effects that turn undead.
Actions
Bite. Melee Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 12 ( 2d8+3 ) Piercing Damage. Claws. Melee Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 5 ( 2d6+3 ) Slashing Damage. If the target is a creature other than an Undead, it must succeed on a DC 10 Constitution Saving Throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions
The ghast can take 3 epic actions, choosing from the options below. Only one epic action option can be used at a time and only at the end of another creature's Turn. The ghast regains spent epic actions at the start of its turn. Claw Attack. The ghast makes a claw attack. Chomp. The ghast makes two bite attacks against a Paralyzed target within reach. Waft (Costs 3 Actions). The ghast breathes its foul stench in a 20-foot cone. All creatures within that area must succeed on a DC 10 Constitution saving throw or be Poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's stench for 24 hours.
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