STR
16
(3)
DEX
17
(3)
CON
10
(0)
INT
11
(0)
WIS
10
(0)
CHA
8
(-1)
Saving Throws:
—
Skills:
—
Damage Vulnerabilities:
—
Damage Resistances:
necrotic
Damage Immunities:
poison
Condition Immunities:
Poisoned, Charmed, Exhaustion
Senses:
darkvision 60 ft.
Languages: Common
Proficiency Bonus: 2
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 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.