Traits
Stench: Any kind of creature which starts its turn within the 5ft distance of the ghast should be succeeded on a DC10 constitution saving throw or else be poisoned until its next turn starts. As well as on a successful saving throw, the creature is immune for the ghast’s stench for about 24 hours.
Turn Defiance: Actually, the ghast and also any of the ghouls which are within the 30ft. of it have an advantage on saving throws against to effects which turn undead.
Actions
Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws:Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. But if the target was a creature other than an undead and it must succeed on a DC10 constitution saving throw or else be paralyzed for a minute. Of course the target able to repeat the saving throw at the end of each of its turns, actually ending the effect on itself on a success.
Attributes Of Ghast Monster
AC | 13 |
Alignment |
Chaotic Evil
|
CHA | 8 |
CON | 10 |
Challenge Rating
|
2 |
Condition Immunities
|
charmed, exhaustion, poisoned
|
DEX | 17 |
HP |
36 (8d8)
|
INT | 11 |
Immunities | poison |
Languages | Common |
Passive Perception
|
10 |
Resistances | necrotic |
Roll 0
|
Bite 1d20 + 3 2d8+3
|
Roll 1
|
Claws 1d20 + 5 2d6+3
|
STR
|
16
|
Senses
|
Darkvision 60 Ft.
|
Size
|
Medium
|
Speed
|
30 ft.
|
Type
|
undead
|
WIS
|
10
|
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