Ghast


 

Ghast, CR 2

Medium undead, chaotic evil
Armor Class 13
Hit Points 36 8d8 )
Spell Points
Speed 30ft

STR

17
+3

DEX

17
+3

CON

10
+0

INT

11
+0

WIS

10
+0

CHA

8
-1

Proficiency Bonus 2
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses Darkvision 60 ft., Passive Perception 8
Languages Common

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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