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Ghast OutlawCreature 9


UncommonCEMediumGhoulUndead
Source Pathfinder #183: Field of Maidens
Perception +15 (Darkvision)
Languages Common, Necril
Skills Acrobatics +19, Athletics +19, Deception +16, Stealth +21, Survival +18, Thievery +19
Str +4, Dex +6, Con +3, Int +0, Wis +3, Cha +1

AC 28; Fort +18; Reflex +20; Will +16;
HP 155 (negative healing)
Speed 30 feet (burrow 5 feet)
Immunities death effects, disease, paralyzed, poison, unconscious

Jaws One Action +21 (+16, +11) to hit (finesse) 2d8+8 Piercing
Claw One Action +21 (+17, +13) to hit (agile, finesse) 2d6+8 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.

Attack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Stench (aura, olfactory)

10 feet Aura


A creature entering the aura or starting its turn in the aura must succeed at a DC 26 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 6d6 Hit Points

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

Ghast Fever (disease)

Saving Throw DC 26 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 26 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.

Sneak Attack

The ghast's Strikes deal an additional 2d6 precision damage to flat-footed creatures.

When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Swift Leap One Action

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



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.