“Ghast: The Rotting Stalker of the Shadowed Grave”
A ghast is a corpse-ridden horror reeking of death, a ravenous undead predator whose stench alone can paralyze the living as it hungers for flesh in the shadows.

Ghasts are emaciated, corpse-like humanoids with pallid, gray-green skin stretched tight over wiry muscle and jagged bone. Their eyes glow with a feral, corpse-light hunger, and their mouths bristle with yellowed fangs capable of tearing through flesh and armor alike. A miasma of decay clings to them, their very presence accompanied by a nauseating stench that sickens the living.
Behaviour
Though intelligent enough to plan and stalk, ghasts are ruled by insatiable hunger. They move in loping, predatory strides, often circling prey before rushing in with terrifying speed. Ghasts relish the terror of their victims, often toying with them before striking the killing blow. Among their kind, they establish dominance through brutal displays of violence, but even then, their cooperation is tenuous at best.
Habitat
Ghasts haunt graveyards, catacombs, battlefield ruins, and forsaken tunnels—anywhere death has left its mark. They prefer desolate places steeped in decay, but will wander into the fringes of civilization when prey is scarce. Their lairs reek of carrion and are littered with gnawed bones, grisly trophies of their endless feasting.
Modus Operandi
A ghast hunts by stealth and ambush, striking from shadows or leaping upon unsuspecting prey with feral force. Its touch and fangs carry a supernatural paralysis that can leave even seasoned warriors helpless, allowing the creature to feed freely. In combat, ghasts are savage but cunning, often driving prey into confined spaces or working in concert with packs of lesser ghouls, using their stench and speed to overwhelm foes.
Motivation
Ghasts are driven by an eternal hunger that can never be sated. They crave not only living flesh but also the fear and despair of their victims. Unlike ghouls, their hunger is tinged with cruel malice—they hunt not merely to feed, but to dominate and desecrate, spreading their corruption into every place they linger.
Ghast 5e 2024
Carrion Lord 5e 2024
Ghast, Pathfinder
Ghast

Medium undead, chaotic evil
Armor Class 15 (natural armor)
Hit Points 119 (14d8 + 56)
Speed 40 ft., climb 20 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 17 (+3) | 18 (+4) | 11 (+0) | 12 (+1) | 14 (+2) |
Saving Throws Dex +5, Con +6, Wis +3
Skills Perception +5, Stealth +5
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned, paralyzed
Senses darkvision 60 ft., passive Perception 15
Languages Common, Abyssal
Challenge 5 (1,800 XP) • Proficiency Bonus +3
Traits
Stench of the Grave. Any creature that starts its turn within 10 feet of the ghast must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful save, the creature is immune to this ghast’s stench for 24 hours.
Paralyzing Claws. A creature hit by the ghast’s claw attack must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. Elves are immune to this effect.
Undead Fortitude. If damage reduces the ghast to 0 hit points, it makes a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the ghast drops to 1 hit point instead.
Pack Leader. Ghouls within 30 feet of the ghast have advantage on attack rolls against creatures that are poisoned or paralyzed while the ghast is conscious.
Innate Spellcasting
The ghast’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
- At will: chill touch (2d8 necrotic), minor illusion
- 2/day each: darkness, misty step, silence
- 1/day: fear
Actions
Multiattack. The ghast makes two claw attacks and one bite attack.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed (see Paralyzing Claws).
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or contract Ghoul Fever, a supernatural wasting disease. A creature infected with Ghoul Fever has disadvantage on Strength- and Constitution-based checks until cured by lesser restoration or similar magic.
Reactions
Savage Counter. When a creature within 5 feet of the ghast hits it with a melee attack, the ghast can make one claw attack against that creature.
Combat Tactics
Ghasts strike from ambush, using darkness or silence to divide their prey. They paralyze frontline foes with their claws, then savage helpless victims with their bite. In groups, a ghast coordinates ghouls as shock troops, surrounding weakened enemies. If pressed, it retreats with misty step, regrouping where the stench and terrain favor its hunting style.
Ghast

Although these creatures look just like their lesser kin, they are far more deadly and cunning.
[This content is based on content mentioned but only partially described by Paizo Publishing.]
| Ghast CR 2 |
| XP 600 CE Medium undead Init +4; Senses Darkvision 60 ft.; Perception +9 |
| DEFENSE |
| AC 18, touch 14, flat-footed 14 (+4 Dexterity, +4 natural) hp 17 (2d8+8) Fort +4, Ref +4, Will +7 Defensive Abilities Channel Resistance +2 |
| OFFENSE |
| Speed 30 ft. Melee bite +5 (1d6+3 plus disease and Paralysis) and 2 claws +5 (1d6+3 plus Paralysis) Special Attacks Paralysis (1d4+1 rounds, DC 15, affects elves normally), stench |
| STATISTICS |
| Strength 17, Dexterity 19, Constitution -, Intelligence 17, Wisdom 18, Charisma 18 Base Atk +1; CMB +4; CMD 18 Feats Weapon Finesse Skills Acrobatics +6, Climb +8, Perception +9, Stealth +9, Swim +4 Languages Common |
| SPECIAL ABILITIES |
| Disease (Su) Ghoul Fever: Biteinjury; save Fort DC 15; onset 1 day; frequency 1 day; effect 1d3 Constitution and 1d3 Dexterity damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other Ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. Paralysis (Su) Creatures damaged by a ghast’s natural attacks must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike Ghouls, A ghast’s Paralysis even affects elves. Unlike hold person and similar effects, a Paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t Swim and may drown. Stench (Ex) Ghast’s exude an overwhelming stink of death and corruption in a 10-foot radius. Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes. |
| ECOLOGY |
| Environment any land Organization solitary, gang (2-4), or pack (7-12) Treasure standard |
A ghast’s Paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common Ghouls. The stink of death and corruption surrounding these creatures is overwhelming.
| Editor’s Note Ghasts are Ghouls with the advanced monster template, a stench ability and the ability to effect elves normally with their Paralysis. Warning! Ghasts are particularly nasty creatures due to their ability to paralyze and then possibly perform coup de grace attacks upon paralyzed victims. Their special abilities and average damage should probably warrant a CR 3 rating, but by the template rules they are only CR 2. |
Carrion Lord

Medium undead, chaotic evil
This monstrous ghast has fed on centuries of carrion, growing into a tyrant among the undead. Its stench and malevolent gaze strike terror into even the hardiest adventurers, while its control over lesser ghouls and zombies makes it a nightmare battlefield commander.
Armor Class 16 (natural armor)
Hit Points 152 (16d8 + 80)
Speed 40 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 18 (+4) | 20 (+5) | 12 (+1) | 14 (+2) | 16 (+3) |
Saving Throws Dex +8, Con +9, Wis +6, Cha +7
Skills Perception +6, Stealth +8, Intimidation +7
Damage Resistances necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 120 ft., passive Perception 16
Languages Common, Abyssal
Challenge 9 (5,000 XP) • Proficiency Bonus +4
Traits
Aura of Dread. Any creature that starts its turn within 20 feet of the Carrion Lord must succeed on a DC 15 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds is immune to this effect for 24 hours.
Greater Paralyzing Claws. A creature hit by the Carrion Lord’s claw attack must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns.
Commander of Carrion. Undead allies (ghasts, ghouls, zombies) within 60 feet gain a +2 bonus to attack rolls and saving throws while the Carrion Lord is conscious.
Undead Fortitude. If damage reduces the Carrion Lord to 0 hit points, it must make a Con saving throw with DC 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, it drops to 1 hit point instead.
Innate Spellcasting
Charisma is the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).
- At will: chill touch (3d8 necrotic), thaumaturgy
- 3/day each: darkness, fear, counterspell
- 1/day each: blight, greater invisibility
Actions
Multiattack. The Carrion Lord makes three attacks: two claws and one bite.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Target must succeed on a DC 15 Con save or be paralyzed.
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 5) piercing damage. Target must succeed on a DC 15 Con save or contract Ghoul Fever.
Corrupting Gaze (Recharge 5–6). One creature within 30 ft. must succeed on a DC 15 Wisdom save or take 27 (6d8) necrotic damage and be frightened until the end of its next turn.
Legendary Actions (3 per round)
- Move. The Carrion Lord moves up to half its speed without provoking opportunity attacks.
- Claw Attack. Makes one claw attack.
- Terrifying Glare (Costs 2 Actions). One creature within 30 ft. must succeed on a DC 15 Wisdom save or be frightened until the end of its next turn.
- Unholy Command (Costs 3 Actions). One undead ally within 30 ft. may immediately use its reaction to make one attack.
Lair Actions
On initiative count 20 (losing ties), the Carrion Lord can use one of the following:
- Carrion Stench. A 20-foot-radius cloud of fetid gas fills an area the ghast can see. Creatures entering or starting their turn there must succeed on a DC 15 Con save or be poisoned until the end of their next turn.
- Animate Remains. A pile of bones or corpse within 30 ft. rises as a zombie under its control until destroyed.
- Deathly Wail. Each enemy within 30 ft. must succeed on a DC 15 Wisdom save or be frightened until the end of its next turn.
Combat Tactics
The Carrion Lord begins combat with fear or darkness to scatter enemies, then paralyzes strong foes with its claws while coordinating undead minions using Unholy Command. In its lair, it manipulates terrain with miasmas and animated corpses, punishing groups that bunch together. It prefers to target spellcasters and ranged attackers with blight or corrupting gaze, while using legendary and lair actions to control the flow of battle.
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