3e SRD:Ghoul, Ghast

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Ghast

Size/Type: Medium Undead
Hit Dice: 4d12 (26 hp)
Initiative: +2 (Dex)
Speed: 30 ft.
AC: 16 (+2 Dex, +4 natural)
Attacks: Bite +4 melee; 2 claws +1 melee
Damage: Bite 1d8+1 and paralysis; claw 1d4 and paralysis
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Stench, paralysis, create spawn
Special Qualities: Undead, +2 turn resistance
Saves: Fort +1, Ref +3, Will +6
Abilities: Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 16
Skills: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8
Feats: Multiattack, Weapon Finesse (bite)
Climate/Terrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-6 HD (Medium-size)

Ghouls speak the languages they spoke in life (usually Common).

Combat

Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Those within 10 feet must succeed at a Fortitude save (DC 15) or be wracked with nausea, suffering a -2 circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes.

Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed at a Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes. Even elves are vulnerable to this paralysis.

Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.)

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.



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