Ghast
Creature 2 — ghoul, undead, unholy
Pre-Remaster content. May include legacy alignment.
SnareCrasherLANDSUBTERRANEANundeadghoulunholyvoid
Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey. Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.
Source: pathfinder-bestiary (Pre-Remaster)
Perception +8; darkvision
Languages common, necril
Skills acrobatics +10, athletics +7, stealth +10, survival +8
Str
+3
Dex
+4
Con
+2
Int
+1
Wis
+2
Cha
+3
AC 18
Fort +6
Ref +10
Will +8
HP 30 (void healing)
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Speed 30 feet, burrow 5 feet
Offense
Melee Jaws (finesse, unarmed) +11, Damage 1d6+5 piercing plus Ghast Ghast Fever, Ghast Paralysis
Melee Claw (agile, finesse, unarmed) +11, Damage 1d4+5 slashing plus Ghast Paralysis
Abilities
Stench (aura, olfactory) — 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.
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 16 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
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 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.
WORKS WELL WITH
AnvilLAND / SUBTERRANEANA frontline body can safely engage while allies outside the Stench aura avoid the Sickened penalty.
SniperLAND / SUBTERRANEANRanged allies stay clear of the Stench emanation while this undead brawler threatens Paralysis up close.
WeaverLAND / SUBTERRANEANA caster's debuffs compound on a target already fighting off its wasting disease and reduced healing.
PUNISHES
✖ clumping✖ low Fortitude✖ melee reliance
Avoid stacking with another Paralysis-inflicting undead; a single locked-down PC is already a full action-denial threat.
Works well with · Punishes · Pairing advice
Unlock with Tactics
Run Ghast in the encounter builder — free, no install.
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