Ghoul, Ghast

Source: System Reference Document 5.0
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Ghoul, Ghast

Medium undead, chaotic evil


Armor Class 13

Hit Points 36 (8d8+40)

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, and 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.

Source: Pathfinder Roleplaying Game Bestiary.

Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming.