12 (natural armor)
138 (12d12 + 60)
40 ft.
necrotic, poison
exhaustion, poisoned
darkvision 60 ft.
Giant
7
+3
Any creature that starts its turn within 10 feet of the barrowghast must make a DC 16 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. While poisoned this way, the creature can't regain hit points. On a successful save, the creature is immune to the Stench of all barrowghasts for 24 hours.
The barrowghast makes two Slam attacks. It can replace one Slam attack with a Life Drain attack.
Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) bludgeoning damage.
Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 9 (1d8 + 5) necrotic damage, and the target must succeed on a DC 16 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain by this attack immediately rises as a zombie (see the Monster Manual). The zombie acts as an ally of the barrowghast but isn't under its control.