Ghast 2014
CR 2 undead
Medium undead (Ghouls), chaotic evil
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.
The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.
Actions
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
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