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monsters/md/creature_codex/necrophage-ghast.md
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monsters/md/creature_codex/necrophage-ghast.md
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# Necrophage Ghast
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*Medium* *Undead* *chaotic evil*
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- **Armor Class:** 13
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- **Hit Points:** 65 (10d8+20)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 4 (1,100 XP)
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- **Source:** Creature Codex, page 175
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 10 (+0) | 17 (+3) | 14 (+2) | 16 (+3) | 10 (+0) | 8 (-1) |
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- **Skills:** arcana +5, investigation +5
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- **Damage Immunities:** poison
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- **Damage Resistances:** necrotic
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- **Condition Immunities:** charmed, exhaustion, poisoned
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- **Senses:** darkvision 60 ft., passive Perception 10
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- **Languages:** Common
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### Special Abilities
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- **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.
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- **Turning Defiance:** The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.
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- **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:
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Cantrips (at will): friends, mage hand, poison spray, prestidigitation
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1st level (4 slots): charm person, false life, magic missile, ray of sickness
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2nd level (3 slots): hold person, invisibility
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3rd level (2 slots): animate dead, hypnotic pattern
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### Actions
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- **Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.
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- **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.
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