Ghast Cultist
Level 7Attacks
Abilities
10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 22 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
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.
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 5d6 healing Hit Points. It can regain Hit Points from any given corpse only once. A ghast cultist can also scoop up a handful of maggots to feed upon if they're adjacent to the large bowl in the middle of area J1 .
Saving Throw DC 25 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
Any living creature hit by a ghast's attack must succeed at a DC 25 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.
The ghast jumps up to half its Speed. This movement doesn't trigger reactions.