Ghast

Medium undead, chaotic evil

  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR
16 (+3) 

DEX
17 (+3) 

CON
10 (+0) 

INT
11 (+0) 

WIS
10 (+0) 

CHA
8 (-1)

  • Damage Resistance necrotic
  • Damage Immunities poison
  • Condition Immunities charmed, exhaustion, poisoned
  • Senses Darkvision 60 Ft., passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)
  • Stench. Any creature that starts its turn within 5 ft. 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.
  • Turn Defiance. The ghast and any ghouls within 30 ft. 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: (2d8 + 3) piercing damage.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (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