Frightful Presence. Each non-undead creature that is within 60 feet of the crypt horror and aware of it must succeed a DC 15 wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success, if a creature's saving throw is a successful or the effect ends for it, the creature is immune to the crypt horrors Frightful Presence for the next 24 hours.
Regeneration. The crypt horror regains 10 hit points at the start of its turn. If the crypt horror takes radiant or fire damage, this trait doesn't function at the start of the crypt horrors next turn. The crypt horror dies only if it starts its turn with 0 hit points and doesn't regenerate.
Multiattack. The Crypt Horror makes three melee attacks, only one of which can be a bite.
Bite. Melee Weapon Attack: +9 to hit, reach 5ft, one target. Hit 17 (3d6 +6) piercing damage plus 14 (4d6) poison damage.
Claw. Melee Weapon Attack: +9 to hit, reach 5ft, one target, Hit 15 (2d8 + 6) slashing damage, if the target is a creature other than an elf or an undead, it must succeed on a DC 13 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.
Slam (Recharge 5-6). The crypt horror slams the ground with tremendous strength, creating shockwaves. Each creature within 10 feet of it must succeed on a DC 15 Strength or Dexterity saving throw (player's choice) or be knocked prone and take 24 (4d8 + 6) bludgeoning damage. On a successful save, the target takes only half the damage and isn't knocked prone.
Description
Many believe that ghasts are the most fearsome of all ghouls, but that is unfortunately incorrect. Though different in the making than classic ghouls they wield a tremendous strength and terrible hunger for flesh of all kinds.
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