Ghast
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 darkvision60 ft. , passive Perception 10
Languages Common
Traits
- 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/Ranged Weapon Attack: +3 to hit.
- Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
- Claws. Melee/Ranged Weapon Attack: +5 to hit.
- 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.