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.