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Ghast

Ghast
  • Size: Medium
  • Type: Undead
  • Alignment: Chaotic Evil
  • AC: 13
  • Initiative: +3 (13)
  • HP: 36 (8d8)
  • Speed: 30 ft
ATTRVALMODSAVE
STR16+3+3
DEX17+3+3
CON10+0+0
INT11+0+0
WIS10+0+2
CHA8-1-1
  • 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.

Lore & Background

Ghasts are the evolved form of ghouls, undead creatures that have fed on so much humanoid flesh that they've transcended their basic nature to become something far more dangerous. These putrid beings retain more of their original intelligence and cunning than their lesser ghoul cousins, making them natural leaders among the undead. Their bodies are more decomposed than ghouls, with exposed bones and rotting flesh that emanates a stench so foul it can incapacitate the living.

The transformation from ghoul to ghast is a rare occurrence that typically happens when a ghoul feeds extensively on intelligent humanoids over many years. This process not only increases their physical capabilities but also enhances their malevolent intelligence, allowing them to plan complex strategies and lead packs of lesser undead. Ghasts often serve as lieutenants to more powerful undead or carve out their own territories in graveyards and ruins.

Combat Tactics

Ghasts are cunning combatants who use their Stench ability to weaken enemies before engaging in melee combat. Their nauseating odor can incapacitate foes, leaving them vulnerable to the ghast's Bite and Claw attacks. Unlike ghouls, ghasts can paralyze elves with their attacks, making them significantly more dangerous to all humanoid races.

They often lead packs of ghouls and other undead, using their superior intelligence to coordinate attacks and set ambushes. Ghasts prefer to strike from concealment, using their Darkvision and knowledge of their territory to gain tactical advantages. They're patient hunters who will stalk prey for days to find the perfect moment to attack.

Encounter Ideas

The Graveyard King: A ghast has claimed dominion over a large cemetery, commanding dozens of ghouls and zombies. The local clergy seeks the party's help to reclaim the sacred ground and put the undead to rest.

Underground Feast: A ghast has been luring travelers into the sewers beneath a city, where it has established a grotesque dining hall filled with the remains of its victims and served by a retinue of ghoul servants.

The Plague Bearer: A ghast carries a supernatural disease that creates new ghouls from those it kills. The party must track down and destroy the creature before it can spread its contagion to a major population center.

Noble Corruption: A ghast was once a noble who was cursed with undeath as punishment for his crimes. It now haunts its former estate, seeking revenge against the bloodline that condemned it while building an army of undead servants.

Environmental Effects

Ghasts corrupt their surroundings through their mere presence, causing vegetation to wither and water sources to become tainted. The ground around a ghast's lair often becomes barren and lifeless, with an oily, black substance seeping from the earth. Animal life flees the area, leaving an unnatural silence.

The stench of a ghast lingers in areas it has inhabited, creating a persistent odor of decay and putrefaction. Buildings may show signs of accelerated decay, with wood rotting and metal corroding at an unnatural rate.

Treasure

Ghasts often accumulate treasure from their victims, but they show particular interest in items that remind them of their former lives. Jewelry, fine clothing, and personal effects are common finds in ghast lairs, though they're typically stained and corrupted by the creature's presence.

Coins and gems are usually tarnished or discolored, while weapons and armor may be corroded but still functional. Some ghasts hoard books and documents, though these are often illegible due to decay and the creature's handling.

Plot Hooks

The Ghast's Gambit: A particularly intelligent ghast has been manipulating local politics by impersonating a deceased noble, using its knowledge of the family's secrets to maintain the deception while slowly corrupting the household from within.

Unholy Alliance: A ghast has formed an alliance with a cult of necromancers, providing them with fresh corpses in exchange for magical knowledge and protection. The party must infiltrate this partnership to stop their combined threat.

The Cursed Bloodline: A family curse has caused the eldest child of each generation to become a ghast upon death. The current heir seeks the party's help to break the curse before it claims another victim.

Memory Feast: A ghast has been consuming the brains of scholars and wizards, gaining their knowledge and memories. It now possesses dangerous information that could threaten the kingdom, and the party must stop it before it can act on what it has learned.