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Ghast (Heretical)Creature 2


UncommonMediumChaoticEvilGhoulUndeadUnholy
Source Pathfinder Society Scenario #3-13: Guardian's Covenant
Perception +8 (darkvision)
Languages Common, Necril
Skills Acrobatics +10, Athletics +7, Stealth +10, Survival +8
Str +3, Dex +4, Con +2, Int +1, Wis +2, Cha +3

AC 18; Fort +6; Reflex +10; Will +8;
HP 30 (void healing)
Speed 30 feet (burrow 5 feet)
Immunities bleed, death effects, disease, paralyzed, poison, unconscious
Weaknesses Holy 5

Jaws One Action +11 (+6, +1) to hit (finesse, unarmed) 1d6+5 Piercing
Claw One Action +11 (+7, +3) to hit (agile, finesse, unarmed) 1d4+5 Slashing

Stench (aura, olfactory)

10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 16 fortitude save or become Sickened 1 (plus Slowed 1 as long as it's sickened on a critical failure).

While within the aura, the creature takes a -2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Effect: Stench

Void Healing

A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.

Consume Flesh One Action (manipulate)

Requirements The ghast is adjacent to the corpse of a creature that died within the last hour.


Effect The ghast devours a chunk of the corpse and regains 3d6 healing Hit Points.

It can regain Hit Points from any given corpse only once.

Ghast Fever (disease)

Saving Throw DC 16 fortitude


Stage 1 carrier with no ill effect (1 day)

Stage 2 3d8 void damage and regains half as many Hit Points from all healing (1 day)

Stage 3 as stage 2 (1 day)

Stage 4 3d8 void damage and gains no benefit from healing (1 day)

Stage 5 as stage 4 (1 day)

Stage 6 dead, and rises as a Actor.Ghast the next midnight

Paralysis (incapacitation, occult)

Any living creature hit by a ghast's attack must succeed at a DC 16 fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.

Swift Leap One Action (move)

The ghast jumps up to half its Speed. This movement doesn't trigger reactions.


The monsters have a visceral hatred of good deities and their servants, particularly Arcadia's benevolent couatls.

Ghasts-feral, foul-smelling, and constantly hungry-are the more powerful kin of ghouls. They are relentless in the pursuit of their prey.


Few creatures are more ubiquitous to sinister locations such as lonely graveyards and ruined crypts than the flesh-eating undead known as ghouls.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Ghoul

Ghouls are vile undead creatures that feast on flesh.

Undead

Once living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.

Unholy

Effects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.