Stench: Any creature that starts its turn within 5 ft. of the ghast must succeed on a DC 10 Constitution 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 30 ft. of it have advantage on saving throws against effects that turn undead.
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. 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.
The Ghast is a monster in Dungeons and Dragons that has a Challenge Rating of 2 and is chaotic evil. It has an Armor Class of 13, 36 hit points, and is immune to charmed, exhaustion, and poisoned conditions. Additionally, it has a Dexterity score of 17 and an Intelligence score of 11.
In terms of gameplay, the Ghast is a formidable opponent that can be challenging for lower-level parties. However, some players and Dungeon Masters may find its abilities and immunities underwhelming compared to other monsters of a similar Challenge Rating. Overall, opinions on the Ghast may vary depending on individual preferences and experiences with it in the game.
Ghast is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Ghast Pathfinder edition. Want to use Ghast in a VTT (virtual tabletop)? Try out SendingStone for free today!
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