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2025-06-07 07:58:30 -05:00
# Necrophage Ghast
*Medium* *Undead* *chaotic evil*
- **Armor Class:** 13
- **Hit Points:** 65 (10d8+20)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 4 (1,100 XP)
- **Source:** Creature Codex, page 175
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 10 (+0) | 17 (+3) | 14 (+2) | 16 (+3) | 10 (+0) | 8 (-1) |
- **Skills:** arcana +5, investigation +5
- **Damage Immunities:** poison
- **Damage Resistances:** necrotic
- **Condition Immunities:** charmed, exhaustion, poisoned
- **Senses:** darkvision 60 ft., passive Perception 10
- **Languages:** Common
### Special Abilities
- **Necrophage Stench:** Any living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours.
- **Turning Defiance:** The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.
- **Spellcasting:** The necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, poison spray, prestidigitation
1st level (4 slots): charm person, false life, magic missile, ray of sickness
2nd level (3 slots): hold person, invisibility
3rd level (2 slots): animate dead, hypnotic pattern
### Actions
- **Bite:** Melee Weapon Attack: +5 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.