- Challenge
- 2
- XP
- 450
- Size
- Medium
- Type
- undead
- Alignment
- chaotic evil
- Armour Class
- 13
- Hit Points
- 36
- Hit Dice
- 8d8
- STR
- 16
- DEX
- 17
- CON
- 10
- INT
- 11
- WIS
- 10
- CHA
- 8
- Condition immunities
- charmed, exhaustion, poisoned
Traits
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.
Condition immunities: charmed, exhaustion, poisoned. Senses: darkvision 60 ft., passive Perception 10. Languages: Common. Speed: 30 ft..
SRD 5.1, p.311 · OGL 1.0a