Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
Medium undead, chaotic evil
Armor Class 13
Hit Points 36 (8d8)
- STR 16(+3)
- DEX 17(+3)
- CON 10(0)
- INT 11(0)
- WIS 10(0)
- CHA 8(-1)
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60ft., passive Perception 10 Languages Common
Challenge 2 (450 XP)
Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successfu l saving throw, the creature is immune to the ghast’s Stench for 24 hours.
Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
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.
The following are the descriptions at the various meetings the team had with zombies.
- Temple of Gusi – appeared as long dead cadavers, wearing the Atterwas family crest on their chest, no armor to speak of, but still carrying shortswords of indeterminate age.