Size:
± Man-sized
Type:
± Undead
Form:
Temper:
# App:
± 1d4, Wild 1d8, Lair 1d8
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
Swim:
Benthic:
Burrow:
± 5
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws
Circumstance: Combat
1d4 all + paralysis + stench
Offense
1 bite
Circumstance: Combat
1d4 all + paralysis + stench
Special
Paralysis
Living creatures hit by a ghast's bite or claw attack must save vs. Paralysis or be paralyzed for 2d8 turns. Elves are immune to this paralysis.
Special
Stench
The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.
Special
Surprise
Ghasts try to attack with surprise whenever possible, striking from behind tombstones or bursting from shallow graves; when they attack in this way, they are able to surprise opponents on 1-3 on 1d6.
Special
Undead
May be Turned by Clerics using the same column as the ghoul. Like all undead, they are immune to sleep, charm, and hold magics.
Special
Ghast Fever
Humanoids bitten by ghasts may be infected with ghast fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. An afflicted humanoid who dies of ghast fever rises as a ghast at the next midnight. A humanoid who becomes a ghast in this way retains all of the knowledge and abilities they possessed in life, unless those abilities are directly incompatible with the creature's new form (as decided by the GM).
Environments
any
Undead monsters similar to ghouls but smarter and more powerful, surrounded by an overwhelming stench
Ghasts look and fight almost exactly like ghouls, but they are smarter and just a bit more powerful. Refer to the previous paragraphs for information about their claw attacks and other abilities.
The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.
They may be Turned by Clerics using the same column as the ghoul, but as they are superior to ghouls, in a mixed group of ghasts and ghouls the GM should apply Turning effects to the ordinary ghouls first.
Humanoids bitten by ghasts may be infected with ghast fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghast fever rises as a ghast at the next midnight, in a similar fashion to the ghoul. However, a humanoid who becomes a ghast in this
Basic Fantasy Role-Playing Game
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
any
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
any
Offense
3 Attacks
Circumstance: Combat
1d4/1d4/1d8
Offense
Special Attacks
Circumstance: Combat
Paralysation, Stench
Defense
Special Defenses
Circumstance: Combat
Standard undead immunities
Treasure
Treasure: 1d8×1,000 cp (50%); 1d6×1,000 sp (25%); 1d4×1,000 ep (25%); d12×1,000 gp (65%); 1d6×1,000 pp (30%); 3d8 gems (50%); 2d6 jewellery (50%); a magic weapon or armour (25%); 1d4 scrolls (50%)
Special
Stench
When engaged in melee, releases a terrible stench that requires a save vs poison to avoid a terrible retching and -2 to all actions, including hit and damage.
Special
Paralysation
Attacks can paralyse opponents.
Special
Ignore Protection from Evil
Can ignore protection from evil unless it is combined with certain pure non-alloyed metals.
Special
Dream-realm Travel
Share the same spell immunities that ghouls do, and can travel the dream-realms. In addition to using them to traverse the prime material, they can also enter the lower planes.
Special
Undead
Standard undead immunities.
Undead monsters similar to ghouls but smarter and more powerful, surrounded by an overwhelming stench
These terrible creatures are more powerful versions of ghouls, and are indistinguishable from them save their terrible stench, released when engaged in melee, that requires a save vs poison to avoid a terrible retching and -2 to all actions, including hit and damage. They can ignore protection from evil unless it is combined with certain pure non-alloyed metals.
Ghasts share the same spell immunities that ghouls do, and can travel the dream-realms as well, except in addition to using them to traverse the prime material, they can also enter the lower planes.
Certain entities of the higher hells use ghasts as slaves.
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
Consume Flesh
Circumstance: The ghast is adjacent to the corpse of a creature that died withi
The ghast devours a chunk of the corpse and regains 3d6 Hit Points. It can regain Hit Points from any given corpse only once.
Ability
Ghast Fever
(disease) Saving Throw Fortitude DC 16; 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
Ability
Paralysis
(incapacitation, occult, necromancy) Any living creature (including elves) 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.
Ability
Stench
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.
Ability
Swift Leap
(move) The ghast jumps up to half its Speed. This movement doesn't trigger reactions.
Offense
Melee
Circumstance: combat round (melee)
jaws +11 [+6/+1] (finesse), Damage 1d6+5 piercing plus ghast fever and paralysis
Trait
Ghoul
Ghouls are vile undead creatures that feast on flesh.
Trait
Undead
Once living, these creatures were infused after death with negative energy and soul-corrupting evil magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by positive energy, are healed by negative energy, and don't benefit from healing effects.
Immunity
death effects
disease
paralyzed
poison
unconscious
Language
Common
Necril
Perception
darkvision
Actions/Abilities/Traits: Pathfinder 2e
Undead monsters similar to ghouls but smarter and more powerful, surrounded by an overwhelming stench
Ghasts look and fight almost exactly like ghouls, but they are smarter and just a bit more powerful. Refer to the previous paragraphs for information about their claw attacks and other abilities.
The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). A creature that successfully saves cannot be affected again by the same ghast's stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.
They may be Turned by Clerics using the same column as the ghoul, but as they are superior to ghouls, in a mixed group of ghasts and ghouls the GM should apply Turning effects to the ordinary ghouls first.
Humanoids bitten by ghasts may be infected with ghast fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.
An afflicted humanoid who dies of ghast fever rises as a ghast at the next midnight, in a similar fashion to the ghoul. However, a humanoid who becomes a ghast in this
Basic Fantasy Role-Playing Game
Undead monsters similar to ghouls but smarter and more powerful, surrounded by an overwhelming stench
These terrible creatures are more powerful versions of ghouls, and are indistinguishable from them save their terrible stench, released when engaged in melee, that requires a save vs poison to avoid a terrible retching and -2 to all actions, including hit and damage. They can ignore protection from evil unless it is combined with certain pure non-alloyed metals.
Ghasts share the same spell immunities that ghouls do, and can travel the dream-realms as well, except in addition to using them to traverse the prime material, they can also enter the lower planes.
Certain entities of the higher hells use ghasts as slaves.
OSRIC