Ghast

Medium undead, Chaotic Evil

Armor Class

13

Hit Points

36 (8d8)

Speed

walk 30 ft.

Damage Resistances

necrotic

Damage Immunities

poison

Condition Immunities

charmed, exhaustion, poisoned

Senses

darkvision 60 ft.

Languages

Common

Challenge

2

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.

Turn Defiance

The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 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.