Ghast

CREATURE 2

ce medium ghoul undead 

Perception +8; darkvision

Languages Common, Necril

Skills Acrobatics +10, Athletics +7, Stealth +10, Survival +8

Str +3 Dex +4 Con +2 Int +1 Wis +2 Cha +3

AC  18; Fort +6, Ref +10, Will +8

HP 30, negative healing; Immunities poison, death effects, disease, paralyzed, unconscious

Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Speed 30 feet, burrow 5 feet

Melee [>] jaws +11 (finesse), Damage 1d6+5 piercing plus ghast fever and paralysis

Melee [>] claw +11 (agile, finesse), Damage 1d4+5 slashing plus paralysis

Consume Flesh [>] (manipulate) Requirements The ghast is adjacent to the corpse of a creature that died within the last hour. Effect The ghast regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once.

Ghast Fever Saving Throw DC 16 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnight

Paralysis (incapacitation, occult, necromancy) Any living creature hit by a ghast's attack must succeed at a DC 15 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Swift Leap [>] The ghast jumps up to half its Speed. This movement doesn't trigger reactions.

Bestiary, page 169. Expanded in LOIL.

Open Ghast in the interactive creatures list or browse all creatures starting with G.