# 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.