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Publication:Dread Codex/Monsters/Ghast

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Ghast

Ghouls who adapt to their degenerate undead state and thrive become fearsome predators called ghasts. While they can no longer follow the classes of civilization, cunning ghasts can progressively build upon the powers of their cursed state and travel down darker paths, increasing their connection to the Negative Energy Plane and becoming ever more deadly threats to those they encounter.

Becoming a Ghast

Entry Requirements
Race: Ghoul.
Special: Must create a pack of spawn.
Table: The Ghast

Hit Die: d12

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +0 +2 Paralytic Potency
2nd +1 +0 +0 +3 Potent Fever
3rd +1 +1 +1 +3 Ghastly Combatant
4th +2 +1 +1 +4 Shake the Elven Spirit
5th +2 +1 +1 +4 Stench

Class Skills (2 + Int modifier per level.
Balance (Dex), Climb (Str), Hide (Dex), Jump (Str), Listen (Wis) Move Silently (Dex), Search (Int), Spot (Wis).

Class Features

All of the following are class features of the Ghast.

Paralytic Potency (Ex): At 1st level, the DC for the ghast's paralysis attack increases by +3.

Potent Fever (Ex): At 2nd level, the ghast's ghoul fever DC increases by +3.

Ghastly Combatant (Ex): At 3rd level, the ghast's natural armor increases to +4 if not already higher, and the ghast's bite and claw damage increases by one size category as per the ghoul damage table, if not already higher.

Shake the Elven Spirit (Ex): At 4th level, the ghast's connection to the Negative Energy Plane is now sufficient to affect even elves with its paralysis.

Stench (Ex): At 5th level, the stink of death and corruption surrounding a ghast is sickening. Those within 10 feet must succeed at a Fortitude save or be wracked with nausea; nauseated characters are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move or move-equivalent action per turn. The save DC is Charisma-based.



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