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Ghast Cultists



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

Elite | Normal | Weak
Proficiency without Level

Ghast CultistsCreature 7

Legacy Content

Rare CE Medium Ghoul Undead 
Source Pathfinder #200: Seven Dooms for Sandpoint pg. 137
Ghast priests of Kabriri
Perception +11; darkvision
Languages Abyssal, Common, Necril
Skills Acrobatics +8, Athletics +8, Intimidation +10, Religion +11
Str +4, Dex +4, Con +2, Int +2, Wis +5, Cha +4
Items +1 striking flail, religious symbol of Kabriri
AC 18; Fort +4, Ref +8, Will +11
HP 115 (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 15 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] flail +11 [+6/+1] (disarm, magical, sweep, trip), Damage 2d6+10 bludgeoningMelee [one-action] jaws +10 [+5/+0] (finesse), Damage 2d8+10 piercing plus ghast fever and paralysisMelee [one-action] claw +10 [+6/+2] (agile, finesse), Damage 2d6+10 slashing plus paralysisDivine Prepared Spells DC 18, attack +10; 4th divine wrath, harm; 3rd blindness, crisis of faith, harm; 2nd harm, silence, spiritual weapon; 1st command, fear, ray of enfeeblement; Cantrips (4th) daze, divine lance, message, read aura, shield
Consume Flesh [one-action] 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 5d6 Hit Points. It can regain Hit Points from any given corpse only once. A ghast cultist can also scoop up a handful of maggots to feed upon if they're adjacent to the large bowl in the middle of area J1. Ghast Fever (disease) Saving Throw Fortitude DC 18; 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 18 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.