Ghoul:Ghast | Size & Type (subtype): | Medium-Size Undead | Hit Dice: | 4d12 (26) | Initiative: | +2 (Dex) | Speed: | 30 ft. | Armor Class: | 16 (+2 Dex, +4 natural) | Attacks: | Bite +4 melee; 2 claws +1 melee | Damage: | Bite 1d8+1 and paralysis; claw 1d4 and paralysis | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Stench, paralysis, create spawn | Special Qualities: | Undead, +2 turn resistance | Saving Throws | Fortitude: 1 Reflex: 3 Will: 6
| Abilities: | Str: 13 Dex: 15 Con: Int: 13 Wis: 14 Cha: 16 | Skills: | Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8 | Feats: | Multiattack, Weapon Finesse (bite) | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls) | Challenge Rating: | 3 | Challenge Rating Value: | 3 | Treasure: | Standard | Alignment: | Always chaotic evil | Advancement: | 5-6 HD (Medium-size) |
| Description: |
Ghasts speak the languages they spoke in life (usually
Common).
Stench (Ex): The stink of death and corruption surrounding
these creatures is sickening. Those within 10 feet must succeed
at a Fortitude save (DC 15) or be wracked with nausea, suffering
a -2 circumstance penalty to all attacks, saves, and skill checks
for 1d6+4 minutes.
Paralysis (Ex): Those hit by a ghast's bite or claw
attack must succeed at a Fortitude save (DC 15) or be paralyzed
for 1d6+4 minutes. Even elves are vulnerable to this paralysis.
Create Spawn (Su): In most cases, ghouls devour those they
kill. From time to time, however, the bodies of their humanoid
victims lie where they fell, to rise as ghouls themselves in 1d4
days. Casting protection from evil on a body before the end of
that time averts the transformation. (The statistics above are
for human ghouls and ghasts. Ghouls and ghasts may vary depending
on their original race or kind.)
Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
massive damage.
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