Ghast
Medium Undead chaotic evil
- Armour class
- 13
- Hit points
- 36 (8d8)
- Speed
- walk 30 ft.
- Challenge
- 2
- STR 16 (+3)
- DEX 17 (+3)
- CON 10 (+0)
- INT 11 (+0)
- WIS 10 (+0)
- CHA 8 (-1)
- Senses
- darkvision 60 ft., passive Perception 10
- Languages
- Common
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.
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.
System Reference Document 5.1 · Creative Commons Attribution 4.0
Hearthhall is a private home for a campaign — a shared wiki, play-by-post boards, character sheets, and an initiative tracker you can drop this thing into. The rest of the library is open to everyone; campaigns looking for players are too.