Ghast
Level 2Attacks
Abilities
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.
Effect: Stench
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 healing Hit Points.
It can regain Hit Points from any given corpse only once.
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
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.
The ghast jumps up to half its Speed. This movement doesn't trigger reactions.
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.