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Pathfinder Second Edition

Compendium

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Ghast

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Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey. 

Attributes

Ghast

Creature 2

CEMediumGhoul, Undead
  • Perception8; darkvision
  • LanguagesCommon, Necril
  • Skills acrobatics 10 athletics 7 stealth 10 survival 8
  • Str3Dex4Con2Int 1Wis2Cha3
  • AC 18 Fort6Ref10Will8
  • HP 30 Immunitiesdeath effects, disease, paralyzed, poison, unconscious
  • Stench 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 Fortitude save or become sickened 1 (plus slowed 1 as long as it˙s sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute. A monster’s aura automatically affects everything within a specified emanation around that monster. The monster doesn’t need to spend actions on the aura; rather, the aura’s effects are applied at specific times, such as when a creature ends its turn in the aura or when creatures enter the aura. If an aura does nothing but deal damage, its entry lists only the radius, damage, and saving throw. Such auras deal this damage to a creature when the creature enters the aura and when a creature starts its turn in the aura. A creature can take damage from the aura only once per round. The GM might determine that a monster’s aura doesn’t affect its own allies. For example, a creature might be immune to a monster’ frightful presence if they have been around each other for a long time.
  • Speed30 feet, burrow 5 feet
  • Melee jaws 11 (finesse) Damage1d6+5 piercing plus ghast fever and paralysisclaw 11 (agile, finesse) Damage1d4+5 slashing plus paralysis
  • Consume Flesh (manipulate) Requirements: The ghast is adjacent to the corpse of a creature that died within the last hour. Effect: The ghast devours a chunk of the corpse and regains 3d6 (3d6) Hit Points. It can regain Hit Points from any given corpse only once.
  • Ghast Fever (disease) Saving Throw: DC 16 Fortitude; Stage 1: carrier with no ill effect (1 day); Stage 2: 3d8 (3d8) negative damage and regains half as many Hit Points from all healing (1 day); Stage 3: as stage 2 (1 day); Stage 4: 3d8 (3d8) negative damage and gains no benefit from healing (1 day); Stage 5: as stage 4 (1 day); Stage 6: dead, and rises as a ghast the next midnight.
  • Paralysis (incapacitation, occult, necromancy) Any living creature hit by a ghast’s attack must succeed at a DC 16 Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
  • Swift Leap (move) The ghast jumps up to half its Speed. This movement doesn’t trigger reactions.