Size:
Type:
± Undead
Form:
Temper:
# App:
± 1, Wild 1, Lair 1d4
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
Climb/Arboreal:
Flight:
Swim:
± 30'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
2 claws (1d4)
Circumstance: Combat
1d4 claws, 1d4 bite, + paralysis (1d4+1 per day), poison
Offense
1 bite (1d4) + paralysis (1d4+1 per day)
Circumstance: Combat
1d4 claws, 1d4 bite, + paralysis (1d4+1 per day), poison
Special
Paralysis
Can paralyze 1d4+1 creatures per day with bite (save vs. Paralysis).
Special
Poison Aura
Aura of poisoned water extends to 10 feet from their position. Creatures in this aura must save vs Poison.
Special
Immobile on Land
Their softer, water-softened flesh renders them immobile outside of the water.
Special
Undead
May be Turned by Clerics as ghasts. Immune to sleep, charm, and hold magics.
Special
Holy Water Aversion
Will avoid any water within 20 feet of where a flask of holy water was poured out for 1 day.
Environments
aquatic-salt
Hardier and more potent variant of sea ghouls with extended poison aura and greater paralysis ability
Sea Ghasts are similar to sea ghouls but slightly hardier and more potent. Their poison aura extends to 10 feet from their position, and they can paralyze 1d4+1 creatures per day.
Sea ghouls and ghasts share the same weaknesses as common ghouls and ghasts. Like all undead, they may be Turned by Clerics, as ghouls or ghasts respectively, and are immune to sleep, charm, and hold magics. They will also avoid any water within 20 feet of where a flask of holy water was poured out for 1 day. Traveling Clerics are known to earn reasonable sums of silver by selling holy water near popular swimming spots on hot days.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Hardier and more potent variant of sea ghouls with extended poison aura and greater paralysis ability
Sea Ghasts are similar to sea ghouls but slightly hardier and more potent. Their poison aura extends to 10 feet from their position, and they can paralyze 1d4+1 creatures per day.
Sea ghouls and ghasts share the same weaknesses as common ghouls and ghasts. Like all undead, they may be Turned by Clerics, as ghouls or ghasts respectively, and are immune to sleep, charm, and hold magics. They will also avoid any water within 20 feet of where a flask of holy water was poured out for 1 day. Traveling Clerics are known to earn reasonable sums of silver by selling holy water near popular swimming spots on hot days.
Basic Fantasy Field Guide Omnibus