Sea Ghast
Hardier and more potent variant of sea ghouls with extended poison aura and greater paralysis ability
Basic Fantasy Field Guide Omnibus
| Armor Class | 13 |
|---|---|
| Hit Dice | 2** |
| Number Appearing | 1, Wild 1, Lair 1d4 |
| Attacks | 2 claws (1d4), 1 bite (1d4) + paralysis (1d4+1 per day) |
| Damage | 1d4 claws, 1d4 bite, + paralysis (1d4+1 per day), poison |
| Movement | Swim 30' |
| Save As | Fighter: 2 |
| Morale | 7 |
| XP | 175 |
| Treasure Type | C |
Sea Ghasts are similar to sea ghouls but slightly hardier and more potent. Their poison aura extends to 10 feet from their position, and they can paralyze 1d4+1 creatures per day.
Sea ghouls and ghasts share the same weaknesses as common ghouls and ghasts. Like all undead, they may be Turned by Clerics, as ghouls or ghasts respectively, and are immune to sleep, charm, and hold magics. They will also avoid any water within 20 feet of where a flask of holy water was poured out for 1 day. Traveling Clerics are known to earn reasonable sums of silver by selling holy water near popular swimming spots on hot days.
Special Abilities
Paralysis: Can paralyze 1d4+1 creatures per day with bite (save vs. Paralysis).
Poison Aura: Aura of poisoned water extends to 10 feet from their position. Creatures in this aura must save vs Poison.
Immobile on Land: Their softer, water-softened flesh renders them immobile outside of the water.
Undead: May be Turned by Clerics as ghasts. Immune to sleep, charm, and hold magics.
Holy Water Aversion: Will avoid any water within 20 feet of where a flask of holy water was poured out for 1 day.