Difference between revisions of "Ghast"

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| Ability-1-Description = Upon ending a move action, or just prior to making a full attack action, the ghast may trigger its Putrescent Effluvium aura, affecting all living creatures within 10 feet.  As with all auras, it is a free action to trigger the aura.  Affected creatures must make a Fortitude save, DC of {{#var:Special1SaveDC}}, or else take {{#var:Special1SwiftDmg}} points of {{dmg|acid}} damage and become [[Unsteady]] as they succumb to the sickly smell of death radiating from the ghast.  Those succeeding on the Fort save take only half damage and are not made Unsteady.  The Unsteady condition lasts until the start of the ghast's next turn.
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| Ability-1-Description = Upon ending a move action, or just prior to making a full attack action, the ghast may trigger its Putrescent Effluvium aura, affecting all living creatures within 10 feet.  As with all auras, it is a free action to trigger the aura.  Affected creatures must make a Fortitude save, DC of {{Save-DC}}, or else take {{Special-Swift-Dmg}} points of {{dmg|acid}} damage and become [[Unsteady]] as they succumb to the sickly smell of death radiating from the ghast.  Those succeeding on the Fort save take only half damage and are not made Unsteady.  The Unsteady condition lasts until the start of the ghast's next turn.
  
 
:If multiple ghasts are present, no creature may be subjected to the Unsteady effect of the Putrescent Effluvium aura more than once per round, though they must still save multiple times against the damaging effects caused by neighboring ghasts.
 
:If multiple ghasts are present, no creature may be subjected to the Unsteady effect of the Putrescent Effluvium aura more than once per round, though they must still save multiple times against the damaging effects caused by neighboring ghasts.
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   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
 
   <!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded-->
  
| Ability-2-Description = Any creature struck by a ghast's claws, bite or spit must make a Fortitude save, DC {{#var:Special2SaveDC}}, or they become [[Unsteady]] for 1 round.  If the creature is already [[Unsteady]] when they fail this save, they are instead [[Disoriented]] for 1 round.  If the creature is already [[Disoriented]] when they fail this save, they are instead [[Dazed]] for 1 round.
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| Ability-2-Description = Any creature struck by a ghast's claws, bite or spit must make a Fortitude save, DC {{Save-DC}}, or they become [[Unsteady]] for 1 round.  If the creature is already [[Unsteady]] when they fail this save, they are instead [[Disoriented]] for 1 round.  If the creature is already [[Disoriented]] when they fail this save, they are instead [[Dazed]] for 1 round.
  
  

Revision as of 20:14, 15 August 2019

Ghast

Ghast (CR 6)

Chaotic Evil - Medium - Undead
Ghasts share the appearance of ghouls, and aside from their terrible smell, are largely indistinguishable from ghouls. However, ghasts are completely unlike ghouls; they have simply adapted a ghoul-like appearance as a form of camouflage. They are undead creatures, but are not driven by relentless hunger. In fact, most ghasts never eat anything. Instead, they delight in tearing living things to pieces, taking pleasure in the fear and terror they evoke when doing so.
Ghasts tend to travel in packs, or sometimes hide themselves singly among a group of ghouls. While ghouls provide them perfect opportunities to surprise opponents, ghouls often eat the ghast's victims before the ghast can really play with them to their satisfaction. As a result, they prefer the company of other ghasts when possible.
Ghasts are created by vampires when the vampire sire's blood is too weak to create a full vampire. This can happen if the vampire is a particularly weak specimen, when it hasn't fed recently, or it has some other affliction. Ghasts are weaker than vampiric thralls, but unlike thralls retain free will. Vampires who sire ghasts rarely keep them around, as they are too unpredictable and bloodthirsty to remain in civilized society.

General

Lore Check: Know (Religion) (Basic: DC 14; Full: DC 31; Failed Lore checks result in believing the ghasts are CR 5 Ghouls, instead.)
Init: +11
Ambush Chance: 10+ on d20 (req's 1 minute prep)
Senses: Standard Senses, Darkvision 60 ft., Lifesense 30 ft.
Passive Perception: 21 (Spot: +11, req's move action)

Defense

AC: 24
Maneuver Defense (MD): 23
Hit Points: 85     (Bloodied Value: 42)    Hit Dice: 9
Fort: +9    Refl: +5    Will: +5
Special Defenses:
Strong Against:
Weak Against:
  • (Undead 1) Cannot heal damage on its own (if it has no Int), but healed by negative energy.

Offense

Movement Types: Walk 30 ft.
Space / Reach: 5 ft. / 5 ft.
Standard Attack:
  • 1x Festering Bite +11 (2d10+6/x2) as crushing (physical, common); plus Festering
Full Attack:
  • 1x Festering Bite +11 (2d10+6/x2) as crushing (physical, common); plus Festering
  • 2x Festering Claws +11 (2d6+2/x2) as slashing (physical, common); plus Festering
Standard Ranged:
  • 1x Ghastly Spittle +11 (2d10+6/x2) as acid (energy, common) (Increment: 10 ft.; Max Range: 50 ft.) ; plus Festering
Full Ranged:
  • 2x Ghastly Spittle +11 (2d10+6/x2) as acid (energy, common) (Increment: 10 ft.; Max Range: 50 ft.) ; plus Festering
Maneuver Offense: +10
Siege Damage: Not siege capable
Special Attacks: Putrescent Effluvium, Festering
Action Points: 0

Statistics

Str: 16    Dex: 14    Con: —    Int: 18    Wis: 15    Cha: 14
Feats:
Skills:
Languages: Common, Onundur, Thanic, Necril

Special Abilities

Putrescent Effluvium (Su, Aura)

Upon ending a move action, or just prior to making a full attack action, the ghast may trigger its Putrescent Effluvium aura, affecting all living creatures within 10 feet. As with all auras, it is a free action to trigger the aura. Affected creatures must make a Fortitude save, DC of 13, or else take 1d6 points of acid (energy, common) damage and become Unsteady as they succumb to the sickly smell of death radiating from the ghast. Those succeeding on the Fort save take only half damage and are not made Unsteady. The Unsteady condition lasts until the start of the ghast's next turn.
If multiple ghasts are present, no creature may be subjected to the Unsteady effect of the Putrescent Effluvium aura more than once per round, though they must still save multiple times against the damaging effects caused by neighboring ghasts.

Festering (Su)

Any creature struck by a ghast's claws, bite or spit must make a Fortitude save, DC 13, or they become Unsteady for 1 round. If the creature is already Unsteady when they fail this save, they are instead Disoriented for 1 round. If the creature is already Disoriented when they fail this save, they are instead Dazed for 1 round.


Combat Tactics

Ghasts delight in inspiring fear and pain in their victims, and when they encounter prey which is significantly weaker than themselves (which is the kind they prefer), they will use their Festering ability to keep the victim dazed for minutes or even hours as they slowly carve them to pieces.
Ghasts will move towards clusters of potential victims and trigger their Putrescent Effluvium aura to try to inflict as many Unsteady conditions as they can. They will then use as many attacks as they can to worsen that condition as quickly as possible.
Ghasts will sometimes use teamwork to gang up on single targets to take them down quickly, but often they become so overcome with bloodlust that they will seek out their own victim, rather than sharing.
Between the bloodlust and a general sense of superiority, ghasts rarely run from fights, as they're pretty sure that they can disable their victims before the ghast is in any REAL danger.

Out of Combat

Immortality
Many undead creatures, such as this one, cannot be killed by normal means. It will lie shattered and dormant for a few days, possibly a week, before rising again to seek to rid the world of life. The creature will naturally regenerate its injuries during this time, even regrowing lost limbs. The consumption of fresh blood speeds this recovery considerably, assuming the creature has enough motor functions to feed itself (or be fed). Permanently killing the creature is a fairly simple matter, however — just cut off its head. Resurrection spells will also kill it, though they will not restore the original soul back to its corpse. The body is too corrupted to serve as a suitable vessel for a soul, so only spells or abilities that can resurrect a creature whose body has been completely destroyed (e.g. True Resurrection (Cleric Spell)) will restore the original owner back to life (assuming there was ever an 'original owner' to begin with). This creature will never age, nor does it require sleep, food, or even air to breathe (though not doing these things is distinctly uncomfortable).

Rewards

XP: 2,400
Treasure: Sellable Goods worth 2,125 gp.
Weight: 70 lbs.     Volume: 2.8 cu ft
Optional Treasure Rules: Roll on the following table once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Roll a d20:
Result Remnant Found (If Any)
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
Table 2: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
Table 3: Roll a d20:
Result Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)