Ghast: Difference between revisions
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{{Template:Monster | |||
| CR = 6 | |||
| MonsterName = Ghast | |||
| Image = ghast.jpg | |||
<!--Value: file name and extension only (e.g. "monster_picture.jpg")--> | |||
Ghasts share the appearance of ghouls, and aside from their terrible smell, are largely indistinguishable from ghouls. However, ghasts are completely unlike ghouls, except that they have 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. | |||
| Role = | |||
<!--Values: Heavy, Killer, Leader, Minion, Shooter, Sneak, Tank, Threat, Villain, or leave blank--> | |||
| Description = Ghasts share the appearance of ghouls, and aside from their terrible smell, are largely indistinguishable from ghouls. However, ghasts are completely unlike ghouls, except that they have 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 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. | ||
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''' | | Alignment = Chaotic Evil | ||
<!--Values: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil--> | |||
| Size = Medium | |||
<!--Values: Fine, Diminutive, Tiny, Small, Medium, Large, Huge, Gargantuan, Colossal, Titanic--> | |||
| Type = Undead | |||
<!--Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin--> | |||
| Subtype = | |||
<!--If any--> | |||
| NudgeInit = | |||
<!--CR 6 INITIATIVE = +3 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8 --> | |||
| Senses = [[Darkvision]] 60 ft., [[Lifesense]] 30 ft. | |||
<!--List the sense type and distance (in feet). (E.g. "[[Darkvision]] 60 ft.") --> | |||
<!-- [[Standard Vision]], [[Low-Light Vision]], [[Darkvision]], [[Heartsight]] --> | |||
<!-- [[Standard Hearing]], [[Keen Hearing]], [[Precise Hearing]], [[Echolocation]] --> | |||
<!-- [[Standard Scent]], [[Scent]], [[Keen Scent]], [[Perfect Scent]] --> | |||
<!-- [[Tremorsense]], [[Blindsense]], [[Lifesense]] --> | |||
| NudgePerception = | |||
<!--CR 6 PERCEPTION = +9 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| NudgeAC = | |||
<!--CR 6 AC = 24 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTouchAC = | |||
<!--CR 6 TOUCH AC = 15 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeFFAC = | |||
<!--CR 6 FLAT-FOOTED AC = 20 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeHitPoints = | |||
<!--CR 6 HIT POINTS = 82 --> | |||
<!--Values: any positive or negative number, or leave blank. Added to the base HP total (after role, if any).--> | |||
<!-- SAVING THROWS --> | |||
| Fort = S | |||
| Refl = | |||
| Will = | |||
<!--CR 6 STRONG SAVE = +9; WEAK SAVE = +5 --> | |||
<!--Values: "S" (for Strong save), leave blank for Weak save | |||
* Most monsters have 1 strong save and 2 weak saves | |||
* Heavies, Tanks, Threats and Villains have 2 strong saves | |||
* Dragons have 3 strong saves--> | |||
| NudgeFort = | |||
| NudgeRefl = | |||
| NudgeWill = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SR = | |||
<!--Values: Y (for Yes), or leave blank--> | |||
| NudgeSR = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| SpecialDefenses = Healed by Negative Energy | |||
<!--Put any DR or ER values here--> | |||
| StrongAgainst = | |||
<!--Put any 'immunity' or 'hardened' values here; immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added--> | |||
| Hide-Type-Strong-Against-1 = | |||
| Hide-Type-Strong-Against-2 = | |||
| Hide-Type-Strong-Against-3 = | |||
| Hide-Type-Strong-Against-4 = | |||
| Hide-Type-Strong-Against-5 = | |||
| Hide-Type-Strong-Against-6 = | |||
<!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type (if any))--> | |||
| Hide-Subtype-Strong-Against-1 = | |||
| Hide-Subtype-Strong-Against-2 = | |||
| Hide-Subtype-Strong-Against-3 = | |||
| Hide-Subtype-Strong-Against-4 = | |||
| Hide-Subtype-Strong-Against-5 = | |||
| Hide-Subtype-Strong-Against-6 = | |||
<!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for subtype (if any))--> | |||
| WeakAgainst = | |||
<!--Put any 'vulnerable' or 'defenseless' values here; vulnerabilities based on type (e.g. Vermin) are automatically added--> | |||
| Hide-Type-Weak-Against-1 = | |||
| Hide-Subtype-Weak-Against-1 = | |||
<!--Values: Values: "Y" (for yes) or leave blank (to leave 'Strong Against' values for type and/or subtype (if any))--> | |||
| MoveTypes = Walk 30 ft. | |||
<!--List the move type and distance (in feet). (E.g. "[[Jet]] 60 ft.") --> | |||
<!-- [[Burrowing]], [[Tunneling]], [[Earth Glide]] --> | |||
<!-- [[Lesser Climb]], [[Greater Climb]], [[Brachiating]] --> | |||
<!-- [[Hover]], [[Lesser Flight]], [[Greater Flight]] --> | |||
<!-- [[Lesser Swim]], [[Greater Swim]], [[Jet]] --> | |||
<!-- [[Lesser Teleport]], [[Greater Teleport]] --> | |||
| NudgeSpace = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.--> | |||
<!--NOTE: If type or subtype is "Swarm", the space will default to 10 ft.--> | |||
<!--NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium)--> | |||
| NudgeReach = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.--> | |||
<!--NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.--> | |||
<!--NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium)--> | |||
<!-- GENERAL ATTACK INFORMATION --> | |||
| MeleeOrNatural = Natural | |||
<!--REQUIRED; Values: "Melee" (has ONLY a Primary attack), or "Natural" (has Pri and Sec attacks)--> | |||
| MultipliedDamageType = | |||
<!--Roles only (leave blank if no role); Values: "Attacks" (+atks/rnd), "Damage" (+damage/rnd), or "Hybrid" (default; both +atks/+dmg)--> | |||
| IgnoreSecondary = | |||
<!--Values: "Y" to hide, or leave blank to show; Hides all information about a secondary attack, in the event that the monster has only a single attack during a full attack (e.g. swarms)--> | |||
<!-- PRIMARY ATTACK INFORMATION --> | |||
| PriAtkName = Festering Bite | |||
<!--name of primary attack, weapons or natural attacks (e.g. "Longsword" or "Bite")--> | |||
| PriAtkNotes = plus Festering | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| PriAtkNotes-FullAtkOnly = | |||
<!--use if Primary Attack does something different during a full attack; replaces PriAtkNotes value if not blank--> | |||
| PriAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| PriAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgePriToHit = | |||
<!--CR 6 PRIMARY TO-HIT = +11 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgePriDamage = | |||
<!--CR 6 PRIMARY NATURAL DAMAGE = 1d8+7 --> | |||
<!--CR 6 PRIMARY MELEE DAMAGE = 1d8+8 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SECONDARY ATTACK INFORMATION --> | |||
| SecAtkName = Festering Claws | |||
<!--name of secondary attack, natural attacks only (e.g. "Claw"); leave blank for none--> | |||
| SecAtkNotes = plus Festering | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| SecAtkNotes-FullAtkOnly = | |||
<!--use if Secondary Attack does something different during a full attack; replaces SecAtkNotes value if not blank--> | |||
| SecAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| SecAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeSecToHit = | |||
<!--CR 6 SECONDARY TO-HIT = +11 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeSecDamage = | |||
<!--CR 6 SECONDARY NATURAL DAMAGE = 1d6+2 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- TERTIARY ATTACK INFORMATION --> | |||
| TerAtkName = | |||
<!--Roles only; name of tertiary attack (e.g. "Shield Bash" or "Tail Slap"); damage equal to primary attack; leave blank for none--> | |||
| TerAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| TerAtkNotes-FullAtkOnly = | |||
<!--use if Tertiary Attack does something different during a full attack; replaces TerAtkNotes value if not blank--> | |||
| TerAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| TerAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeTerToHit = | |||
<!--CR 6 TERTIARY TO-HIT = +11 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeTerDamage = | |||
<!--CR 6 TERTIARY NATURAL DAMAGE = 1d8+7 --> | |||
<!--CR 6 TERTIARY MELEE DAMAGE = 1d8+8 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- QUATERNARY ATTACK INFORMATION --> | |||
| QuaAtkName = | |||
<!--Roles w/natural attacks only; name of quaternary attack (e.g. "Wing Slam"); damage equal to secondary attack; leave blank for none--> | |||
| QuaAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| QuaAtkNotes-FullAtkOnly = | |||
<!--use if Quaternary Attack does something different during a full attack; replaces QuaAtkNotes value if not blank--> | |||
| QuaAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| QuaAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeQuaToHit = | |||
<!--CR 6 QUATERNARY TO-HIT = +11 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeQuaDamage = | |||
<!--CR 6 QUATERNARY NATURAL DAMAGE = 1d6+2 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- RANGED ATTACK INFORMATION --> | |||
| RangedAtkName = Ghastly Spittle | |||
<!--Name of ranged attack (e.g. "Longbow" or "Hurled Rock"); if blank, monster has no ranged attack--> | |||
| HasRangedFullAttack = | |||
<!--Values: Y (for yes), or leave blank (for no)--> | |||
| IsProjectile = | |||
<!--Values: Y (for yes), or leave blank for thrown weapons (default is thrown)--> | |||
| Increment = 10 | |||
<!--Range increment in feet (e.g. 20 ft.); max range is calculated from this--> | |||
| RangedAtkNotes = plus Festering | |||
<!--add any specials (e.g. "as negative energy" or "plus filth fever (see below)", etc.)--> | |||
| RangedAtkNotes-FullAtkOnly = | |||
<!--use if Ranged Attack does something different during a full attack; replaces RangedAtkNotes value if not blank--> | |||
| RangedAtkVSTouchAC = | |||
<!--If to-hit goes against touch AC; Values: Y (for yes), or leave blank (for no)--> | |||
| RangedAtkIsAuto-Hit = | |||
<!--If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm")--> | |||
| NudgeRangedToHit = | |||
<!--CR 6 RANGED TO-HIT = +11 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeRangedDamage = | |||
<!--CR 6 RANGED DAMAGE = 1d8+8 --> | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SIEGE DAMAGE INFORMATION --> | |||
| SiegeDmgCapable = | |||
<!--Values: Y (for yes), or leave blank (for no); use for monsters which can destroy fortifications--> | |||
| SiegeAtkName = | |||
<!--Name of siege attack (e.g. "Bite" or "Hurled Rock")--> | |||
| SiegeAtkNotes = | |||
<!--add any specials (e.g. "as negative energy" or "vs. all targets in 20 feet of impact", etc.)--> | |||
| ThrownOrProjectile = | |||
<!--Values: Thrown (for thrown attack), Projectile (for projectile attack) or leave blank for melee attack (default is melee)--> | |||
| SiegeAtkIncrement = | |||
<!--Only used of above field is not blank; Range increment in feet (e.g. 20 ft.); max range is calculated from this--> | |||
| NudgeSiegeCMB = | |||
<!--CR 6 SIEGE CMB = +10 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeSiegeDamage = | |||
<!--CR 6 SIEGE DAMAGE = 1d2 --> | |||
<!--any positive or negative number, or leave blank. Max recommended is +/-2--> | |||
<!-- ABILITY SCORES --> | |||
| Str = 16 | |||
| Dex = 14 | |||
| Con = - | |||
| Int = 18 | |||
| Wis = 15 | |||
| Cha = 14 | |||
| NudgeCMB = | |||
<!--CR 6 CMB = +10 --> | |||
| CMBNotes = | |||
<!--Values: Text about specific bonuses to CMB (e.g. "+2 on Trips")--> | |||
| NudgeCMD = | |||
<!--CR 6 CMD = 20 --> | |||
| CMDNotes = | |||
<!--Values: Text about specific bonuses to CMD (e.g. "+4 vs Grapples")--> | |||
<!-- FEATS --> | |||
| Feat1 = | |||
| Feat2 = | |||
| Feat3 = | |||
| Feat4 = | |||
<!--Just the feat name; will be autolinked, and ShortDesc added--> | |||
<!-- SKILLS --> | |||
| Skill1 = Bluff | |||
| Skill2 = Sense Motive | |||
| Skill3 = | |||
| Skill4 = | |||
| NudgeSkill1 = | |||
| NudgeSkill2 = | |||
| NudgeSkill3 = | |||
| NudgeSkill4 = | |||
<!--CR 6 SKILLS = +9 --> | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-8--> | |||
| Skill1Notes = | |||
| Skill2Notes = | |||
| Skill3Notes = | |||
| Skill4Notes = | |||
<!--Values: Text about conditional bonuses to skill (e.g. "+4 while in tall grass")--> | |||
<!-- LANGUAGES --> | |||
| Languages = Common, Onundur, Thanic, Necril | |||
<!--Comma-separated list--> | |||
<!-- SPECIAL ABILITIES --> | |||
<!-- ROLE-BASED SPECIAL ABILITIES --> | |||
| HideRoleReminder1 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder2 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder3 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
| HideRoleReminder4 = | |||
<!--Roles only; Values: "Y" (for yes) or leave blank (to leave reminder (if any) displayed)--> | |||
<!-- SPECIAL ABILITY 1 --> | |||
| Ability-1-Name = Putrescent Effluvium | |||
| Ability-1-Type = Su, Aura | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-1-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it--> | |||
| 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 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. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special1ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special1TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special1SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special1StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special1SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special1AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility1ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility1TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility1SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility1StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility1SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility1AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 2 --> | |||
| Ability-2-Name = Festering | |||
| Ability-2-Type = Su | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-2-Concentration = | |||
<!--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. | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special2ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special2TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special2SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special2StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special2SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special2AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility2ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility2TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility2SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility2StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility2SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility2AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 3 --> | |||
| Ability-3-Name = | |||
| Ability-3-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-3-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-3-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special3ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special3TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special3SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special3StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special3SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special3AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility3ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility3TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility3SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility3StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility3SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility3AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 4 --> | |||
| Ability-4-Name = | |||
| Ability-4-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-4-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-4-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special4ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special4TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special4SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special4StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special4SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special4AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility4ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility4TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility4SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility4StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility4SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility4AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 5 --> | |||
| Ability-5-Name = | |||
| Ability-5-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-5-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-5-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special5ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special5TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special5SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special5StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special5SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special5AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility5ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility5TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility5SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility5StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility5SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility5AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 6 --> | |||
| Ability-6-Name = | |||
| Ability-6-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-6-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-6-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special6ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special6TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special6SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special6StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special6SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special6AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility6ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility6TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility6SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility6StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility6SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility6AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 7 --> | |||
| Ability-7-Name = | |||
| Ability-7-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-7-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-7-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special7ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special7TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special7SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special7StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special7SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special7AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility7ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility7TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility7SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility7StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility7SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
' | | NudgeAbility7AlphaDamage = | ||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 8 --> | |||
| Ability-8-Name = | |||
| Ability-8-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-8-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-8-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special8ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special8TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special8SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special8StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special8SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special8AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility8ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
: | |||
| NudgeAbility8TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility8SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility8StandardDamage = | |||
''' | <!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | ||
''' | | NudgeAbility8SwiftDamage = | ||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
''' | | NudgeAbility8AlphaDamage = | ||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- SPECIAL ABILITY 9 --> | |||
| Ability-9-Name = | |||
| Ability-9-Type = | |||
<!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"--> | |||
| Ability-9-Concentration = | |||
<!--Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded--> | |||
| Ability-9-Description = | |||
<!--Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables below--> | |||
<!--Available Variables: | |||
{{#var:Special9ToHit}} To-Hit @ CR 6 = +11 | |||
{{#var:Special9TouchAttack}} Touch To-Hit @ CR 6 = +7 | |||
{{#var:Special9SaveDC}} Save DC @ CR 6 = 16 | |||
{{#var:Special9StandardDmg}} Std Damage @ CR 6 = 3d6+1 | |||
{{#var:Special9SwiftDmg}} Swift Damage @ CR 6 = 1d6+1 | |||
{{#var:Special9AlphaDmg}} Alpha Damage @ CR 6 = 6d6 | |||
--> | |||
| NudgeAbility9ToHit = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility9TouchAttack = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-4--> | |||
| NudgeAbility9SaveDC = | |||
<!--Values: any positive or negative number, or leave blank. Max recommended is +/-3--> | |||
| NudgeAbility9StandardDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility9SwiftDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
| NudgeAbility9AlphaDamage = | |||
<!--Values: vhi (+4 CR's), hi (+2 CR's), lo (-2 CR's), vlo (-4 CR's), or leave blank--> | |||
<!-- COMBAT TACTICS --> | |||
| CombatTactics = 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 --> | |||
| OutOfCombat = ; Immortality | |||
Ghasts do not age, and they don't strictly require sleep, food or even air to breathe in order to continue existing (although not breathing is distinctly uncomfortable for ghasts). Furthermore, injuries sustained, even mortal injuries reducing them below 0 hit points, will not kill a ghast permanently. Given enough time, typically measured in months, the ghast will regenerate its injuries, including lost limbs. Furthermore, the consumption of fresh blood speeds this recovery considerably, assuming the ghast has enough motor functions to feed itself (or be fed). Permanently killing a ghast is a fairly simple matter, however -- just cut off its head. [[Resurrection (Spell)|Resurrection]] spells will also kill a ghast, though they will not restore the humanoid soul back to its corpse. That soul was consumed during the creation of the ghast by its vampiric sire. (Knowledge Religion, made against an Average DC for the campaign level, reveals this information) | |||
}} | |||
Revision as of 23:33, 13 November 2016
Ghast (CR 6)
Chaotic Evil - Medium - Undead |
---|
Lore: | Know (Religion) | ||
12 | 27 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
20 | +10 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
81 | 40 | 9 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +9 |
Refl: | +4 |
Will: | +4 |
Strong Against:
- Healed by Negative Energy
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Offense
Standard Attack (Melee):
- 1x Festering Bite +10 (1d10+9/x2)
as undefined damage type
plus FesteringExpression error: Unexpected < operator.
Full Attack (Melee):
- 1x Festering Bite +10 (1d10+9/x2)
as undefined damage type
plus FesteringExpression error: Unexpected < operator.
Standard Attack (Ranged):
- 1x Ghastly Spittle +10 (1d10+9/x2)
as undefined damage type
plus Festering
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
16 |
STR |
14 |
DEX |
— |
CON |
18 |
INT |
15 |
WIS |
14 |
CHA |
Skills:
- Bluff: 10
- Perception: 10
- Sense Motive: 10
- All other skills: 5 (no ranks)
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 , or else take points of 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.
|
Festering (Su) |
Any creature struck by a ghast's claws, bite or spit must make a Fortitude 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. |
Ghast
Ghasts share the appearance of ghouls, and aside from their terrible smell, are largely indistinguishable from ghouls. However, ghasts are completely unlike ghouls, except that they have 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.
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
Ghasts do not age, and they don't strictly require sleep, food or even air to breathe in order to continue existing (although not breathing is distinctly uncomfortable for ghasts). Furthermore, injuries sustained, even mortal injuries reducing them below 0 hit points, will not kill a ghast permanently. Given enough time, typically measured in months, the ghast will regenerate its injuries, including lost limbs. Furthermore, the consumption of fresh blood speeds this recovery considerably, assuming the ghast has enough motor functions to feed itself (or be fed). Permanently killing a ghast is a fairly simple matter, however -- just cut off its head. Resurrection spells will also kill a ghast, though they will not restore the humanoid soul back to its corpse. That soul was consumed during the creation of the ghast by its vampiric sire. (Knowledge Religion, made against an Average DC for the campaign level, reveals this information)
Rewards
XP: 2,400
Treasure: Sellable Goods worth 2,125 gp.
- Weight: 60 lbs. Volume: 2.4 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
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 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: 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 |
### | Or here. Move along. |
Table 3: 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) |