Ghast Cultist
Level 7Attacks
Abilities
10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 22 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 5d6 healing Hit Points.
It can regain Hit Points from any given corpse only once.
A ghast cultist can also scoop up a handful of maggots to feed upon if they're adjacent to the large bowl in the middle of area J1 .
Saving Throw DC 25 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 25 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.