Stench. Any creature that starts its turn within 5’ of the ghast must succeed on a DC 10 Con save or be poisoned until the start of its next turn. Immune on save.
Greater Turning Defiance. The ghast and any undead within 30’ are immune to effects that turn undead.
Control Undead. Any undead within 60’ of the ghast that are CR 3 or lower will follow the ghast’s commands.
Infected Strikes. When the ghast deals damage with its Bite or Claw, the target’s hit point maximum is reduced by an amount equal to the damage dealt. Effects that cure disease will end the infection and restore the target’s hit point maximum to normal.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage.
Description
The barrow or greater ghast is a deadly enemy in its own right, but its true power comes from its sway over undead. In addition to being able to control any lesser undead it comes across, barrow ghasts always have a pack of 1d4-1 Ghasts and 2d4 Ghouls serving them. Some barrow ghasts, who were wizards, clerics, or fighters in life, may retain some of their abilities in death, subject to the discretion of the GM.
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