Ghast

Medium undead, chaotic evil

Challenge:

2 /

XP:

450

Armor Class:

13

Hit Points:

36 (8d8)

Speed:

30
StrDexConIntWisCha
+16+17+10+11+10+8

Senses:

Darkvision 60 ft., Passive Perception 10

Languages:

Common

Damage Immunities:

Poison

Condition Immunities:

Charmed, Exhaustion, Poisoned

Traits

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 throws against effects that turn undead.

Actions

Bite

Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws

Melee Weapon Attack: +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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