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Ghast

Undead monsters similar to ghouls but smarter and more powerful, surrounded by an overwhelming stench

undead humanoid chaotic

Basic Fantasy Role-Playing Game

BFRPG

Armor Class15
Hit Dice2**
Number Appearing1d4, Wild 1d8, Lair 1d8
Attacks2 claws, 1 bite
Damage1d4 all + paralysis + stench
Movement30'
Save AsFighter: 2
Morale9
XP125
Treasure TypeB

Ghasts look and fight almost exactly like ghouls, but they are smarter and just a bit more powerful. Refer to the previous paragraphs for information about their claw attacks and other abilities.

The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.

They may be Turned by Clerics using the same column as the ghoul, but as they are superior to ghouls, in a mixed group of ghasts and ghouls the GM should apply Turning effects to the ordinary ghouls first.

Humanoids bitten by ghasts may be infected with ghast fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day.

An afflicted humanoid who dies of ghast fever rises as a ghast at the next midnight, in a similar fashion to the ghoul. However, a humanoid who becomes a ghast in this way retains all of the knowledge and abilities they possessed in life, unless those abilities are directly incompatible with the creature’s new form (as decided by the GM). For such ghasts, the GM should also adjust XP values to include any such abilities. The newly-risen ghast is not under the control of any other ghasts, but hungers for the flesh of the living and behaves like any other ghast in all respects.

Special Abilities

Paralysis: Living creatures hit by a ghast’s bite or claw attack must save vs. Paralysis or be paralyzed for 2d8 turns. Elves are immune to this paralysis.
Stench: The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a save vs. Poison or be sickened for 2d6 rounds (-2 to attack rolls). A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A neutralize poison spell removes the effect from a sickened creature.
Surprise: Ghasts try to attack with surprise whenever possible, striking from behind tombstones or bursting from shallow graves; when they attack in this way, they are able to surprise opponents on 1-3 on 1d6.
Undead: May be Turned by Clerics using the same column as the ghoul. Like all undead, they are immune to sleep, charm, and hold magics.
Ghast Fever: Humanoids bitten by ghasts may be infected with ghast fever. Each time a humanoid is bitten, there is a 10% chance of the infection being passed. The afflicted humanoid is allowed to save vs. Death Ray; if the save is failed, the humanoid dies within a day. An afflicted humanoid who dies of ghast fever rises as a ghast at the next midnight. A humanoid who becomes a ghast in this way retains all of the knowledge and abilities they possessed in life, unless those abilities are directly incompatible with the creature’s new form (as decided by the GM).
Copyright 2006-2023 Chris Gonnerman. Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). License

Other Sources

OSRIC
Armor Class4
Hit Dice4
Number Encountered1d6
Attacks3
Damage1d4/1d4/1d8
Move150-ft
AlignmentChaotic evil
IntelligenceVery
XP4/195 +4/hp
Treasure Type1d8×1,000 cp (50%); 1d6×1,000 sp (25%); 1d4×1,000 ep (25%); d12×1,000 gp (65%); 1d6×1,000 pp (30%); 3d8 gems (50%); 2d6 jewellery (50%); a magic weapon or armour (25%); 1d4 scrolls (50%)
SizeMan-sized
FrequencyRare
Lair10%

These terrible creatures are more powerful versions of ghouls, and are indistinguishable from them save their terrible stench, released when engaged in melee, that requires a save vs poison to avoid a terrible retching and -2 to all actions, including hit and damage. They can ignore protection from evil unless it is combined with certain pure non-alloyed metals.

Ghasts share the same spell immunities that ghouls do, and can travel the dream-realms as well, except in addition to using them to traverse the prime material, they can also enter the lower planes.

Certain entities of the higher hells use ghasts as slaves.

Special Abilities

Stench: When engaged in melee, releases a terrible stench that requires a save vs poison to avoid a terrible retching and -2 to all actions, including hit and damage.
Paralysation: Attacks can paralyse opponents.
Ignore Protection from Evil: Can ignore protection from evil unless it is combined with certain pure non-alloyed metals.
Dream-realm Travel: Share the same spell immunities that ghouls do, and can travel the dream-realms. In addition to using them to traverse the prime material, they can also enter the lower planes.
Undead: Standard undead immunities.