Ghast
Ghast CR: 2
STR
16 +3
DEX
17 +3
CON
10 +0
INT
11 +0
WIS
10 +0
CHA
8 -1
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. A poisoned creature has disadvantage on ability checks and attack rolls. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours. Turn Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Actions
Bite. Melee Weapon Attack: 1d20+3 to hit, reach 5 ft., one creature. Hit: 12 2d8+3 piercing damage. Claws. Melee Weapon Attack: 1d20+5 to hit, reach 5 ft., one target. Hit: 10 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.
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