Ghast

Medium Undead, Chaotic Evil
Initiative +3 (13)
AC 13
HP 36 (8d8)
Speed 30 ft.
MOD
SAVE
MOD
SAVE
MOD
SAVE

Str
16
+3
+3
Dex
17
+3
+3
Con
10
+0
+0

Int
11
+0
+0
Wis
10
+0
+2
Cha
8
-1
-1

Resistances Necrotic
Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 10
Languages Common
CR 2 (XP 450; PB +2)
Traits

Stench. Constitution Saving Throw: DC 10, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its next turn. Success: The target is immune to this ghast's Stench for 24 hours.

Actions

Bite. Melee Attack Roll: +5, reach 5 ft. Hit: 7 (1d8 + 3) Piercing damage plus 9 (2d8) Necrotic damage.

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage. If the target is a non-Undead creature, it is subjected to the following effect. Constitution Saving Throw: DC 10. Failure: The target has the Paralyzed condition until the end of its next turn.

Ghasts frequently organize ghouls into packs to despoil crypts and steal the wealth within.
Habitat: Swamp, Underdark, Urban
Treasure: Any
Monster Manual 2024 (BR)

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Ghast