Medium Undead, Chaotic Evil
Armor Class 17 (natural armor), 13 while frightened
Hit Points 84 (13d8 + 26)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
14 (+2)
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 10
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Bone Spikes. A creature that touches the ghast or hits it with a melee attack while within 5 feet of it takes 7 (2d6) piercing damage. While the ghast is frightened, this trait doesn't function.

Lesser Regeneration. The ghast regains 5 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.

Actions

Multiattack. The ghast makes three melee attacks: two with its claws and one with its bite. When its shriek is available, it can use the shriek in place of its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +6 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.

Shriek (Recharge 4-6). Each creature within 60 feet of the ghast that can hear its shriek and that isn't an undead must succeed on a DC 15 Wisdom saving throw or be stunned until the end of the ghast's next turn. If a creature's saving throw is successful, the creature is immune to the bone ghast's shriek for the next 24 hours.

Description

Elevated Above Gouls. Bone ghasts differ from normal ghasts by the protruding bone armor and spikes they can retract or extend out of their body. Elevated by the demon lord Orcus to dominate lesser ghouls, bone ghasts are far more aggressive and are capable of forethought, and thus much more dangerous. Ghouls seem to possess enough wits to at least know a brighter mind when they see it, and so let a bone ghast lead their packs. A pack so led will terrorize all in its path, attacking not only lone travelers but also caravans, farmsteads and even hamlets. A bone ghast cunning shows when facing a stronger prey, for it will maneuver lesser ghouls to harass and soften it, so it can finish the job by tearing it to shreds. Once its prey is down the bone ghast is the first of the pack to feed, cracking bones with ease to suck the marrow out of it.

Bold Fighters. Bone ghasts are active around dusk and at night, when they go out to find a prey. Once they did, they rush in recklessly, protected by their natural armor and dangerous bone spikes, they hope to impale their opponent and count on their regenerative capacity to survive. When fighting, they emit loud shrieks that can destabilize anybody near them. However, behind this bold demeanor hides the weakness of the bone ghast, for if it is frightened it will uncontrollably retract its bony protection, leaving it much more vulnerable.

Habitat: SwampUnderdarkUrban

EleKTriiK

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