🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ghast (Heretical)Creature 2


UncommonCEMediumGhoulUndead
Source Pathfinder Society Scenario #3-13: Guardian's Covenant
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; Reflex +10; Will +8;
HP 30 (negative healing)
Speed 30 feet (burrow 5 feet)
Immunities death effects, disease, paralyzed, poison, unconscious
Weaknesses Good 5

Jaws One Action +11 (+6, +1) to hit (finesse) 1d6+5 Piercing
Claw One Action +11 (+7, +3) to hit (agile, finesse) 1d4+5 Slashing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Negative Healing

A creature with negative healing draws health from negative energy rather than positive energy. It is damaged by positive damage and is not healed by positive healing effects. It does not take negative damage, and it is healed by negative effects that heal undead.

Stench (aura, olfactory)

10 feet Aura


A creature entering the aura or starting its turn in the aura must succeed at a DC 16 fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure).

While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Effect: Stench

Consume Flesh One Action (manipulate)

Requirements The ghast is adjacent to the corpse of a creature that died within the last hour.


Effect The ghast devours a chunk of the corpse and regains 3d6 Hit Points.

It can regain Hit Points from any given corpse only once.

Ghast Fever (disease)

Saving Throw DC 16 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d8 negative damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a Ghast the next midnight

Paralysis (incapacitation, necromancy, occult)

Any living creature hit by a ghast's attack must succeed at a DC 16 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Swift Leap One Action (move)

The ghast jumps up to half its Speed. This movement doesn't trigger reactions.


The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.

Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.


Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.