Ghast

Medium undead
Challenge

STR
3
DEX
3
CON
0
INT
0
WIS
0
CHA
−1

36
8d8
15
Fort
+1
Ref
+4
Will
+0
Damage resistances necrotic
Damage immunities poison
Condition immunities charmed, diseased, exhausted, poisoned

Speed 5 m.
Skills Athletics +4 (15), Brawn +4 (15), Perception +1 (12)
Senses darkvision 10 m.
Languages Common

Maneuvers. The ghast uses maneuvers (maneuver save Difficulty 13). It has 5 stamina dice which are d8s, a dice limit of 1, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: cripple, grapple, grievous wound, spring attack, swipe, tear flesh

Stench. Any creature without this trait that starts its turn within 1 meter of the ghast must succeed on a Difficulty 10 Fortitude saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to all stenches by similar creatures for 24 hours.

Turn Defiance. The ghast and any other sword wraiths within 5 meters of it have advantage on saving throws against effects that turn undead.

Actions (1)

Bite. Melee Weapon Attack: +4 to hit. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +4 to hit. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a Difficulty 10 Fortitude 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.

Swamp, Underdark, Urbansrd

Maneuvers

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, make a melee weapon attack and a Brawn check to grapple the creature.

Enhance

You can add the stamina die to the attack’s damage (add half on a miss by 4 or less) for each additional stamina die expended.

As an action, make a weapon attack to leave a twisted wound that can’t be healed so easily.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or its maximum health is reduced by the stamina die result for 1 hour. Any effect that removes a condition allows a creature’s maximum health to return to normal before that time passes.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a weapon attack with a melee weapon with a natural weapon that deals slashing damage and then swipe through the target. Each creature within 1 meter of the target and within your weapon’s reach must make a Reflex saving throw.

On a failure, it takes slashing damage equal to the stamina die.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack with a natural weapon that deals piercing or slashing damage to cause jagged wounds that bleed.

On a hit, add the stamina die to the attack’s damage and the creature is bleeding 1.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage and bleeding level by 1 for each additional stamina die expended.