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Ghast

Challenge
str
16
dex
16
con
10
int
10
wis
10
cha
8

AC 13

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

Languages Common


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.


ACTIONS

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.

Combat

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.

Description

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.

Behavior

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

Signs

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

Encounters

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

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.