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Necrophage Ghast

Size
Medium
Type
Undead
Challenge Rating
4
Source
Creature Codex
Alignment
Chaotic-Evil
Armor Class
13
Speeds
30
Walking Speed
30
Strength Score
10
Dexterity Score
17
Constitution Score
14
Intelligence Score
16
Wisdom Score
10
Charisma Score
8
Skill Proficiencies
Arcana, Investigation
Vision
Darkvision (60ft)
Languages Ref
Common
Hit Points
65
Condition Immunities
Charmed, Exhaustion 1, Poisoned
Resistances
Resistant to Necrotic Damage, Immune to Poison Damage
Languages
Aethyrian Common

Medium undead, chaotic evil


Armor Class 13

Hit Points 65 (10d8+20)

Speed 30 ft.


STR
10 (+0)
DEX
17 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
8 (−1)

Skills Arcana +5, Investigation +5

Damage Resistances necrotic

Damage Immunities poison

Condition Immunities charmed, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 10

Languages Common

Challenge 4 (1,100 XP)

Necrophage Stench. Any living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours.

Turning Defiance. The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.

Spellcasting. The necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, poison spray, prestidigitation
1st level (4 slots): charm person, false life, magic missile, ray of sickness
2nd level (3 slots): hold person, invisibility
3rd level (2 slots): animate dead, hypnotic pattern

Actions

Bite. Melee Weapon Attack: +5 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 Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.