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Ghast

Ghast Creature2

CE Medium Ghoul Undead

Senses Perception +8; darkvision

Languages Common, Necril

Skills Acrobatics +10, Athletics +7, Stealth +10, Survival +8

Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3


AC 18; Fort +6, Ref +10, Will +8

HP 30, negative Healing; Immunities death effects, disease, paralyzed, poison, unconscious

Stench (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 its 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.


Speed 30 feet, burrow 5 feet

Melee [one-action] jaws +11 (finesse), Damage 1d6+5 piercing plus ghast fever and paralysis

Melee [one-action] claw +11 (agile, finesse), Damage 1d4+5 slashing plus paralysis

Consume Flesh [one-action] (manipulate) Requirements The ghast is adjacent to the corpse of a creature that died within the last hour. Effect The ghast devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once.

Ghast Fever (disease) Saving Throw Fortitude DC 16; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.

Paralysis (incapacitation, occult, necromancy) 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 Leap [one-action] (move) The ghast jumps up to half its Speed. This movement doesn’t trigger reactions.

About

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

Ghoulish Society

Ghouls are quite intelligent and, more so than almost any other undead, prone to forming societies and cultures (if vile and repugnant ones centered around flesh eating and acts of depravity) in tangled warrens below boneyards, or even entire cities hidden away in the depths of the world.

Creating Ghasts

Ghast Abilities

A ghast has all the abilities of a ghoul, plus following additions.

Stench (aura, olfactory) 10 feet A creature entering the aura or starting its turn in the aura must succeed at a Fortitude save (use a DC based on the monster’s level) 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.

Claws: If the creature had hands, it gains a claw Strike (an agile unarmed attack that deals slashing damage plus paralysis). If it had any agile attacks, the damage dealt by its claws should be roughly the same as the damage dealt by those attacks. If it had only non-agile attacks, its claws should deal three-quarters that damage.

Jaws: If the creature had a mouth, it gains a jaws Strike (an unarmed attack that deals slashing damage plus ghoul fever and paralysis). The damage amount should be the same as the creature’s non-agile attacks.

Consume Flesh [one-action] As ghoul, but it regains 1d6 additional Hit Points.

Ghast Fever (disease) Saving Throw Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative 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

Paralysis (incapacitation, occult, necromancy) As ghoul, but elves are not immune.

Swift Leap [one-action] (move) The ghast jumps up to half its Speed. This movement doesn’t trigger reactions.

Section 15: Copyright Notice

Pathfinder Bestiary (Second Edition) © 2019, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Jason Bulmahn, John Compton, Paris Crenshaw, Adam Daigle, Eleanor Ferron, Leo Glass, Thurston Hillman, James Jacobs, Jason Keeley, Lyz Liddell, Ron Lundeen, Robert G. McCreary, Tim Nightengale, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, Michael Sayre, Mark Seifter, Chris S. Sims, Jeffrey Swank, Jason Tondro, Tonya Woldridge, and Linda Zayas-Palmer.

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