Ghast Outlaw

Level 9
Creature· chaoticUncommonMediumLegacy
AC
28
HP
155
Speed
30 ft.
Perception
+15
Fort
+18
Ref
+20
Will
+16
Immunities bleed, death-effects, disease, paralyzed, poison, unconscious
Languages common, necril
Senses darkvision
Skills stealth +21, acrobatics +19, athletics +19, thievery +19, survival +18, deception +16
Other Speeds burrow 5 ft.
Recall Knowledge DC 28 (religion)

Attacks

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

Abilities

Attack of Opportunity
Stench

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.

Effect: Stench

Void Healing
Consume Flesh

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 6d6 healing Hit Points

It can regain Hit Points from any given corpse only once.

Ghast Fever

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

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.