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Ghast Outlaw

Creature 9 (uncommon) — ghoul, undead, unholy

Pre-Remaster content. May include legacy alignment.

FlankerWeaverLANDSUBTERRANEANghoulundeadunholy

Source: blood-lords-bestiary (Pre-Remaster)

Perception +15; darkvision
Languages common, necril
Skills acrobatics +19, athletics +19, deception +16, stealth +21, survival +18, thievery +19
Str
+4
Dex
+6
Con
+3
Int
+0
Wis
+3
Cha
+1
Items Thieves' Tools (Infiltrator), Striking Snare, Backpack
AC 28 Fort +18 Ref +20 Will +16
HP 155 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet

Offense

Melee Jaws (finesse, unarmed) +21, Damage 2d8+8 piercing plus Ghast Ghast Fever, Ghast Paralysis
Melee Claw (agile, finesse, unarmed) +21, Damage 2d6+8 slashing plus Ghast Paralysis

Abilities

Attack of Opportunity
Stench (aura, olfactory) — 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 26 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.
Void Healing — A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Consume Flesh (manipulate) — It can regain Hit Points from any given corpse only once.
Ghast Fever (disease) — Saving Throw DC 26 Fortitude

Stage 1 carrier with no ill effect (1 day)

Stage 2 3d8 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d8 void 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) — Any living creature hit by a ghast's attack must succeed at a DC 26 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.
Sneak Attack — The ghast's Strikes deal an additional 2d6 precision damage to Off-Guard creatures.
Swift Leap — The ghast jumps up to half its Speed. This movement doesn't trigger reactions.

WORKS WELL WITH

AnvilLAND / SUBTERRANEANAnvil holds threat while Flanker uses Swift Leap to reposition for Sneak Attack without provoking reactions.
CrasherLAND / SUBTERRANEANCrasher exploits paralyzed or sickened targets that the Flanker's Stench aura and Paralysis rider create.
ShadeLAND / SUBTERRANEANShade creates off-guard opportunities that the Flanker capitalises on with Sneak Attack.

PUNISHES

✖ clumping✖ low Fortitude
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #183: Field of Maidens.

This stat block is Open Game Content, used under the Open Game License 1.0a (full license text) and not under the ORC License. The Section 15 copyright notice required by that license is reproduced in full on our licenses page.

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