Ghast
Medium Undead, chaotic evil
450 XP
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.
Quick Reference
Running This Encounter
A ghast is a faster, more intelligent undead than zombies and ghouls, making it a cunning predator. Use its Bite and Claws to wear down single targets while leveraging its Paralytic Touch to immobilize party members. Position it to flank with lesser undead minions or use terrain to separate the party. Remember it can climb and hide in shadowy areas, making it effective for ambush tactics.
Combat Tactics
The ghast prioritizes using its Paralytic Touch on lightly armored casters and ranged characters to neutralize threats, then focuses Multiattack on whoever it can pin down. It uses hit-and-run tactics if outnumbered, leveraging Superior Darkvision to disappear into darkness and strike from unexpected angles.
Environment & Setting
Crypts, sewers, plague-ridden dungeons, and ancient tombs where corpses accumulate naturally. Ideal in cramped underground spaces with multiple exits and shadows for hiding.