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Ghast 2014

CR 2 undead

Medium undead (Ghouls), chaotic evil


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

STR16 (+3)
DEX17 (+3)
CON10 (+0)
INT11 (+0)
WIS10 (+0)
CHA8 (-1)

Saving Throws
Skills
Resistances
necrotic
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 10
Languages
Common
Challenge
2 (450 XP) · Proficiency Bonus +2

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: 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.

Environments: Arctic or Tundra, Caves, Desert, Forest or Jungle, Grassland or Plains, Hills, Mountain, Ruins, Sewer, Shadowfell, The Abyss, Swamp or Marsh, Temple, Tomb, Underworld, Urban

Other versions

Source: System Reference Document 5.1 (Wizards of the Coast) · License: Creative Commons Attribution 4.0 / OPEN GAME LICENSE Version 1.0a details