HP 36 (8d8; bloodied 18)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed , fatigue , paralyzed , poisoned
Senses darkvision 60 ft., passive Perception 10
Stench. A creature that starts its turn within 5 feet of the ghast makes a DC 10 Constitution saving throw . On a failure, it is poisoned until the start of its next turn. On a success, it is immune to any ghast’s Stench for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet make saving throws against being turned with advantage .
Undead Nature. Ghouls and ghasts don’t require air, sustenance, or sleep.
Paralyzing Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. If the target is a living creature, it makes a DC 10 Constitution saving throw . On a failure, the target is paralyzed for 1 minute. The target repeats the saving throw at the end of its turns, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to any Paralyzing Claw for 24 hours.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one incapacitated creature. Hit: 8 (1d10 + 3) piercing damage.
Ghasts are bolder than ghouls and don’t fear radiant damage or elves. A ghast retreats only if it sees another ghast defeated.
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Anyone who practices cannibalism may transform into an undead creature known as a ghoul. Though primarily carrion feeders, ghouls prefer the flesh of living humanoids.
DC 15 Ghouls use their claws to paralyze their victims before devouring them. Elves, however, are immune to a ghoul’s paralytic touch.
DC 20 Ghasts are similar to ghouls, except they emit a noxious stench, and elves are susceptible to their paralytic touch.
More powerful than ghouls, ghasts scoff at the power of the gods. Elves are vulnerable to their paralytic touch. A ghast’s unholy stench, which sickens even the hardiest adventurer, prevents it from masquerading as a living creature; ghasts often dwell in tombs and ruins, sending ghouls to bring prey to them.
1 Donning the clothes taken from recently-devoured human adventurers
2 Sitting at a dining table
3 Preparing a blasphemous ritual
4 Feasting on corpses; attacks intruders
1 DC 13 Perception check: muttering, like low conversation
2 Gnawed humanoid bones
3-4 The smell of rotting flesh
5 A half-devoured human corpse. DC 13 Perception check: bare human footprints lead away
6 A torn and bloody hat or other article of clothing. DC 13 Perception check: marks on the floor suggest a body was dragged away
Ghouls haunt graveyards and catacombs near inhabited areas.
CR 0–2 1 or 2 ghouls ; ghoul with 1 or 2 zombies 1 or 2 lacedon ghouls
Treasure 40 gp, 3 sets of tattered and blood-stained nobles’ clothes (25 gp each if mended), 2 potions of healing
CR 3–4 3 or 4 ghouls or lacedon ghouls ; ghoul with 3 cannibal degenerates (see gnoll ); ghast with 2 ghouls
Treasure 10 pp, 30 gp, 2 silver chalices set with blue quartz (75 gp each), cloak of displacement
CR 5–10 2 ghasts with 1d4 + 2 ghouls ; 1d6 + 4 ghouls ; ghost or wight with 2 or 3 ghasts ; 2 lacedon ghasts with 1d4 + 2 lacedon ghouls
Treasure 500 gp, 1,000 sp, gold bracelet (250 gp), 1 warhammer (named Whisper, made of silver-runed black stone; once per day, its wielder can cast the silence spell as an action, centered on the hammer), ring of water walking