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Medium undead · CR 2

Ghast

Armor Class13
Hit Points36 (8d8)
Speed30 ft.
ChallengeCR 2 (450 XP)
STR
16
(+3)
DEX
17
(+3)
CON
10
(+0)
INT
11
(+0)
WIS
10
(+0)
CHA
8
(-1)
Resistancesnecrotic
Immunitiespoison
Cond. ImmunePoisoned, Charmed, Exhaustion
Sensesdarkvision 60 ft., passive Perception 10
LanguagesCommon
Special Abilities
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.

Running Ghast in an encounter

As a CR 2 threat worth 450 XP, Ghast is a fair challenge for a party of four at a comparable level. With no legendary actions it works best in numbers or paired with support, where its CR 2 rating won't be burned down in a single round. Use the XP value with the encounter builder to slot it into a balanced fight.

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