Combat Statistics
CR 2
Challenge Rating
450 XP
13
Armor Class
36
Hit Points
(8d8)
Speed: {"walk":30} ft.
Strength
16
(+3)
Dexterity
17
(+3)
hit points, healing, and concentration saves." data-tooltip-category="ability_score" title="Measures health, stamina, and vital force. Affects hit points, healing, and concentration saves.">Constitution
10
(+0)
Intelligence
11
(+0)
Wisdom
10
(+0)
Charisma
8
(-1)
Damage Resistances: ["necrotic"]
Damage Immunities: ["poison"]
Condition Immunities: [{"index":"poisoned", "name":"Poisoned", "url":"/api/2014/conditions/poisoned"}, {"index":"charmed", "name":"Charmed", "url":"/api/2014/conditions/charmed"}, {"index":"exhaustion", "name":"Exhaustion", "url":"/api/2014/conditions/exhaustion"}]
Senses:
Darkvision 60 ft.,
Passive Perception 10 ft.
passive Perception 10
Languages: ["Common"]
Proficiency Bonus: +2
Special Abilities
Stench
Any creature that starts its turn within 5 ft. 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 ft. of it have advantage on saving throws against effects that turn undead.
Actions
Bite
Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
Claws
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 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.
Quick Reference
Type: Undead
Size: Medium
Alignment: chaotic evil
Environment: Any
DM Tools
💰 Loot Generator
CR 2 | Challenge Rating: 2
Loot based on monster type, CR, and D&D 5e treasure guidelines
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