Ghast

Medium / undead / Chaotic Evil / CR 2

Armor Class13
Hit Points36 (8d8)
Speed30 ft
Challenge2
Proficiency+2
STR16+3
DEX17+3
CON10+0
INT11+0
WIS10+0
CHA8-1
Initiative

+3

Senses

Darkvision 60 ft

Languages

Common

Damage resistances

Necrotic

Damage immunities

Poison

Condition immunities

Charmed, Poisoned, Exhaustion

Traits

Stench

special

Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turn Defiance

The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite

action

Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 12 (2d8 + 3) piercing damage.

Claws

action

Melee Weapon Attack: +5 to hit, reach 5 ft.. Hit: 10 (2d6 + 3) slashing damage.
If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.