Kryx RPGThemesCreatures

Ghast

Medium undead
Challenge
2

STR
3
DEX
3
CON
0
INT
0
WIS
0
CHA
−1

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

Speed 5 m.
Senses darkvision 10 m.
Languages Common

Maneuvers. The ghast uses maneuvers (maneuver save DC 13). It has 7 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 (rounded up) when it finishes a short rest. It knows the following maneuvers:

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

Stench. Any creature that starts its turn within 1 meter of the ghast must succeed on a DC 10 Fortitude 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.

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

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 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

1 minute/stamina die

As an action, you can make a melee weapon attack in an attempt to cripple it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature must succeed on a Fortitude saving throw or it is slowed 1 for the duration.

A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Enhance

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

As an action, you can 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 if you miss by 4 or less) for each additional stamina die expended.

As an action, you can make a weapon attack in an attempt to leave a twisted wound that can’t be healed so easily. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, 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.

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 4 meters straight toward a creature, you can make a melee weapon attack against it. Add the stamina die to the attack’s damage (add half if you miss by 4 or less).

Enhance

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

1 minute/stamina die

As an action, you can make a melee weapon attack with a natural weapon that deals piercing or slashing damage in an attempt to cause jagged wounds that bleed. Add the stamina die to the attack’s damage (add half if you miss by 4 or less). On a hit, the creature is bleeding for the duration.

At the start of each of its turns while bleeding, the creature must succeed on a Fortitude saving throw or it loses health equal to the stamina die. On a success, the effect end.

If the creature regains health while bleeding, the bleeding ends.

This has no effect on any creature that cannot bleed or lose a vital liquid substance.

Enhance

You can increase both damages for each additional stamina die expended.