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70 lines
2.1 KiB
Markdown
70 lines
2.1 KiB
Markdown
---
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!MonsterItem
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Family: MonsterVO
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Type: undead
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Size: Medium
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Alignment: chaotic evil
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ArmorClass: 13
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HitPoints: 36 (8d8)
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Speed: 30 ft.
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Strength: 16 (+3)
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Dexterity: 17 (+3)
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Constitution: 10 (+0)
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Intelligence: 11 (+0)
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Wisdom: 10 (+0)
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Charisma: ' 8 (-1)'
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DamageImmunities: poison
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ConditionImmunities: charmed, exhaustion, poisoned
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DamageResistances: necrotic
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Senses: darkvision 60 ft., passive Perception 10
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Languages: Common
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Challenge: 2 (450 XP)
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Id: monsters_vo.md#ghast
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ParentLink: monsters_vo.md#monsters-npc-and-animals
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Name: Ghast
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ParentName: Monsters, NPC and Animals
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NameLevel: 1
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AltName: '[Blême](hd_monsters_bleme.md)'
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Source: (SRD p311)
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Attributes: {}
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---
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> [Monsters, NPC and Animals](srd_monsters.md)
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---
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# Ghast
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- CEO: [Blême](hd_monsters_bleme.md)
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- Source: (SRD p311)
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- Medium undead, chaotic evil
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- **Armor Class** 13
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- **Hit Points** 36 (8d8)
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- **Speed** 30 ft.
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|STR|DEX|CON|INT|WIS|CHA|
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|---|---|---|---|---|---|
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|16 (+3)|17 (+3)|10 (+0)|11 (+0)|10 (+0)| 8 (-1)|
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- **Senses** darkvision 60 ft., passive Perception 10
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- **Languages** Common
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- **Challenge** 2 (450 XP)
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- **Damage Immunities** poison
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- **Damage Resistances** necrotic
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- **Condition Immunities** charmed, exhaustion, poisoned
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## Special Features
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**_Stench_**. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
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**_Turning Defiance_**. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
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## Actions
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**_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
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_Hit_: 12 (2d8 + 3) piercing damage.
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**_Claws_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
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_Hit_: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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