Ghast (Arctic)

Level 2
Creature· chaoticUncommonMediumLegacy
AC 18
HP 30 (void healing)
Speed 30 ft.
Fort +6
Ref +10
Will +8
Perc +8
Size Medium
Uncommon
Immunities bleed, cold, death effects, disease, paralyzed, poison, unconscious
Weaknesses fire 5
Languages common, necril
Senses darkvision
Speeds 30 ft., burrow 5 ft.
Skills acrobatics +10, stealth +10, survival +8, athletics +7
Recall Knowledge religion DC 18

Attacks

Melee Jaws +11/+6/+1(finesse, unarmed)
Damage: 1d6+5 piercing
Effect: ghast ghast fever, ghast paralysis
Melee Claw +11/+7/+3(agile, finesse, unarmed)
Damage: 1d4+5 slashing
Effect: ghast paralysis

Abilities

Stenchdefensive(aura, olfactory)

10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure). While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. Effect: Stench

Void Healingdefensive

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Consume Fleshoffensive(manipulate)

Requirements The ghast is adjacent to the corpse of a creature that died within the last hour.

The ghast devours a chunk of the corpse and regains 3d6 healing Hit Points. It can regain Hit Points from any given corpse only once.

Ghast Feveroffensive(disease)

Saving Throw DC 16 fortitude Stage 1 carrier with no ill effect (1 day) Stage 2 3d8 void damage and regains half as many Hit Points from all healing (1 day) Stage 3 as stage 2 (1 day) Stage 4 3d8 void damage and gains no benefit from healing (1 day) Stage 5 as stage 4 (1 day) Stage 6 dead, and rises as a Ghast the next midnight

Paralysisoffensive(incapacitation, occult)

Any living creature hit by a ghast's attack must succeed at a DC 16 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Swift Leapoffensive(move)

The ghast jumps up to half its Speed. This movement doesn't trigger reactions.

Description

The monsters are acclimated to the wintery climate of northern Arcadia.

Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.


Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.

Traits