Perception +8; darkvision
Languages Common, Necril
Skills Acrobatics +10, Athletics +7, Stealth +10, Survival +8
Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3
AC 18; Fort +6, Ref +10, Will +8
HP 30, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious
Stench (aura, olfactory) 10 feet. See Ghast Abilities; DC 16.
Speed 30 feet, burrow 5 feet
Melee jaws +11 (finesse), Damage 1d6+5 piercing plus ghast fever and paralysis
Melee claw +11 (agile, finesse), Damage 1d4+5 slashing plus paralysis
Consume Flesh (manipulate) See Ghast Abilities. The ghast regains 3d6 Hit Points.
Ghast Fever (disease) See Ghast Abilities; DC 16.
Paralysis (incapacitation, occult, necromancy) See Ghast Abilities; DC 16.
Swift Leap (move) See Ghast Abilities.
Ghast
Ghasts—feral, foul-smelling, and constantly hungry—are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.