# Ghast *Medium* *Undead* *chaotic evil* - **Armor Class:** 13 - **Hit Points:** 36 (8d8) - **Speed:** walk 30 ft. - **Challenge Rating:** 2 (450 XP) - **Source:** 5.1 SRD (2015 MM), page 311 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 16 (+3) | 17 (+3) | 10 (+0) | 11 (+0) | 10 (+0) | 8 (-1) | - **Skills:** - **Damage Immunities:** poison - **Damage Resistances:** necrotic - **Condition Immunities:** charmed, exhaustion, poisoned - **Senses:** darkvision 60 ft., passive Perception 10 - **Languages:** Common ### 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.