Skip to content

Ghoul, Ghast

Size
Medium
Type
Undead
Alignment
Chaotic-Evil
Armor Class
13
Speeds
30
Strength Score
16
Dexterity Score
17
Constitution Score
10
Intelligence Score
11
Wisdom Score
10
Charisma Score
8
Vision
Darkvision (60ft)
Languages Ref
Common
Hit Points
36
Condition Immunities
Poisoned, Charmed, Exhaustion 1
Resistances
Resistant to Necrotic Damage, Immune to Poison Damage
Languages Prep
Aethyrian Common
Languages
Aethyrian Common

Medium undead, chaotic evil


Armor Class 13

Hit Points 36 (8d8)

Speed 30 ft.


STR
16 (+3)
DEX
17 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
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 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.

Stat block from the System Reference Document 5.1 by Wizards of the Coast LLC, licensed under CC BY 4.0. It is not Geminaea material. See Legal.