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Ghast

Medium Undead, chaotic evil

CR 2

450 XP

AC: 13
HP: 36 (8d8)
Speed: walk 30 ft.
Senses: darkvision 60 ft., passive Perception 10
Languages: Common
STR
16
+3
DEX
17
+3
CON
10
+0
INT
11
+0
WIS
10
+0
CHA
8
-1

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

Challenge: CR 2
Type: Undead
Size: Medium
Alignment: chaotic evil
Best for party of 4 at level 3-4

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.