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Wolgur Wrabs



Recall Knowledge - Undead (Religion): DC 30
Unspecific Lore: DC 28
Specific Lore: DC 25

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak Wolgur WrabsCreature 4

Legacy Content

Unique CE Medium Ghoul Undead 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 32
Male variant ghast
Perception +12; darkvision
Languages Common, Necril
Skills Acrobatics +11, Athletics +10, Occultism +7, Society +9, Stealth +11, Survival +10
Str +5, Dex +4, Con +4, Int +2, Wis +3, Cha +4
Items channel protection amulet
AC 19; Fort +11, Ref +9, Will +8
HP 60 (negative healing); Immunities death effects, disease, paralyzed, poison, unconscious
Stench (aura, olfactory) 10 feet. A creature entering the aura or starting its turn in the aura must succeed at a DC 17 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.
Speed 30 feet, burrow 5 feet
Melee [one-action] jaws +12 [+7/+2] (finesse), Damage 2d8-2+6 piercing plus ghast fever and paralysisMelee [one-action] claw +12 [+8/+4] (agile, finesse), Damage 2d6-2+6 slashing plus paralysisConsume 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 4d6 Hit Points. It can regain Hit Points from any given corpse only once.Ghast Fever (disease) Saving Throw Fortitude DC 20; Stage 1 carrier with no ill effect (1 day); Stage 2 3d8 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 3d8 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghast the next midnightParalysis (incapacitation, occult, necromancy) Any living creature (including elves) hit by a ghast's attack must succeed at a DC 20 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.