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Ghast Outlaw

This creature did not include a description.

Recall Knowledge - Undead (Religion): DC 28
Unspecific Lore: DC 26
Specific Lore: DC 23

Elite | Normal | Weak
Proficiency without Level

Ghast OutlawCreature 9

Legacy Content

Uncommon CE Medium Ghoul Undead 
Source Pathfinder #183: Field of Maidens pg. 45
Ghast criminal
Perception +15; darkvision
Languages Common, Necril
Skills Acrobatics +19, Athletics +19, Deception +16, Stealth +21, Survival +18, Thievery +19
Str +4, Dex +6, Con +3, Int +0, Wis +3, Cha +1
Items backpack with components for a striking snare, infiltrator thieves' tools
AC 28; Fort +18, Ref +20, Will +16
HP 155 (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 26 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.Attack of Opportunity [reaction]
Speed 30 feet, burrow 5 feet
Melee [one-action] jaws +21 [+16/+11] (finesse), Damage 2d8+8 piercing plus ghast fever and paralysisMelee [one-action] claw +21 [+17/+13] (agile, finesse), Damage 2d6+8 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 6d6 Hit Points. It can regain Hit Points from any given corpse only once.Ghast Fever (disease) Saving Throw Fortitude DC 26; 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 midnight.Paralysis (incapacitation, occult, necromancy) Any living creature hit by a ghast's attack must succeed at a DC 26 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.Sneak Attack The ghast's Strikes deal an additional 2d6 precision damage to flat-footed creatures.Swift Leap [one-action] (move) The ghast jumps up to half its Speed. This movement doesn't trigger reactions.