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.
Chains of captivity. Any creature that starts its turn on flat ground within 5 feet of Chain-ghast must make a athletics saving throw. If they fail, they are restrained. This condition can only be removed with a Ghastly Key.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 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.
Chain Whip Melee Weapon Attack +7 to hit, reach 15 ft., one creature. Hit: 23 3d12+1
If an enemy sets foot within a cell that is within 10 feet of a Chain-Ghast, the chain-ghast will use his next action to move over to the cell and lock it.
Description
Chain-ghasts are undead apparitions, tasked with the duty of defending dungeons and taking care of prisoners. their body is hidden by black tattered robes and spindly pale arms hand down, holding chains and locks.
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