Ghast

No. Enc.:1d6 (1d6)
Alignment:Chaotic (evil)
Movement:150’ (50’)
Armor Class:4
Hit Dice:4
Attacks:3 (2 claws, bite)
Damage:1d4/1d4/1d8
Save:F4
Morale:9
Hoard Class:VIII, IX, XI, XXI
XP:190

These despicable undead creatures resemble ghouls, and are often found with them. However, ghasts are much more powerful. Their bite induces paralysis for 2d4 turns unless a successful saving throw versus paralyze is made; this paralysis is potent even to elves. In addition, ghasts have a horrible rotting stench, and any beings within 10’ must save versus poison or become horribly sick and vomiting, suffering -2 to hit in combat. Ghasts represent such a powerful evil that protection from evil is ineffective against them unless combined with powdered iron. Cold iron weapons deal twice normal damage against ghasts.

License: Advanced Edition Companion Labyrinth Lord OGL

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Alternative

Ghasts are highly intelligent ghouls. Their charnel stench is so powerful that anyone nearby (about 10ft) must make a saving throw or suffer a –2 penalty on attack rolls. As with ghouls, a hit from a ghast causes paralysis if the victim fails a saving throw).

Ghast: HD 4; AC 4[15]; Atk 2 claws (1d3), 1 bite (1d6); Move 14; Save 13; CL 5; XP 240; Special: Stench, paralyzing touch.

License: Monster Compendium 0e OGL

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