Medium Undead, Chaotic Evil
Armor Class 15 None
Hit Points 40 (8d8 + 4)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
Damage Resistances Necrotic
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 9
Languages Common
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

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.

Actions

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

Reactions

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.

Habitat: SwampUnderdarkUrban

OriloGaleRider

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