HP 36 (8d8; bloodied 18)
Speed 30 ft.
Proficiency +2; Maneuver DC 13
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities , , ,
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 . On a failure, it is 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 within 30 feet make against being turned with .
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 . On a failure, the target is 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 ; with 1 or 2 1 or 2
Treasure 40 gp, 3 sets of tattered and blood-stained nobles’ clothes (25 gp each if mended), 2
CR 3–4 3 or 4 or ; with 3 cannibal degenerates (see ); with 2
Treasure 10 pp, 30 gp, 2 silver chalices set with blue quartz (75 gp each),
CR 5–10 2 with 1d4 + 2 ; 1d6 + 4 ; or with 2 or 3 ; 2 with 1d4 + 2
Treasure 500 gp, 1,000 sp, gold bracelet (250 gp), (named Whisper, made of silver-runed black stone; once per day, its wielder can cast the spell as an action, centered on the hammer),
Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as. Others, like , are the products of an evil ritual or curse.