Medium undead, chaotic evil
Armor Class 13
Hit Points 36 (8d8)
Speed 30 ft.
|16 (+3)||17 (+3)||10 (+0)||11 (+0)||10 (+0)||8 (-1)|
Damage Resistances necrotic
Damage Immunities poison
Senses darkvision 60 ft., passive Perception 10;
Challenge 2 (450 XP)
Stench: Any creature that starts its turn within 5 feet 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.
Turning Defiance: The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
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.