Ghast

Medium Undead — CR 3

Monster Manual v.3.5 (MM), p. 1193.5
Hit Dice
4d12+3 (29 hp)
Initiative
+3
Speed
Land 30 ft
Armor Class
17, touch 12, flat-footed 14
Base Attack / Grapple
+2/+5
Attack
Bite +5 melee (1d8+3 plus paralysis)
Full Attack
Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis)
STR
17
DEX
17
INT
13
WIS
14
CHA
16
Fort / Ref / Will
+1 / +4 / +6
Challenge Rating
3
Alignment
Always Chaotic-Evil
Organization
Solitary, gang (2–4), or pack (2–4 plus 7–12 ghouls)
Treasure
Standard
Environment
Any
Level Adjustment

Special Abilities

Ghoul FeverParalysisStenchDarkvisionUndead TraitsTurn Resistance

Feats

This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore’s sharp teeth. Its eyes burn like hot coals in their sunken sockets.

Description

Ghoul’s haunt graveyards, battlefields, and other places rich with the carrion they hunger for. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary.

Ghoul’s are said to be created upon the death of a living man or woman who savored the taste of the flesh of people. This assertion may or may not be true, but it does explain the disgusting behavior of these anthropophagous undead. Some believe that anyone of exceptional debauchery and wickedness runs the risk of becoming a ghoul. The transformation from living beings into fell things of the night has warped their minds, making them cunning and feral.

Although these creatures look just like their lesser kin, they are far more deadly and cunning.

Ghast’s speak the languages they spoke in life (usually Common).

Combat

Ghast’s try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.

Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.

An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.

Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.

Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.