Ghast
Medium undead, chaotic evil
- Armor Class
- 13
- Hit
- Points 36 (8d8)
- Speed
- 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (−1) |
- Damage Resistances
- 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 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.