Ghast

Ghast
Level 4 (+3)
"The strange man grinned at me from underneath his hood with teeth that did not seem to end. Stranger still was the thick perfume about him, coupled with a slight stench of what I could only assume were rotting eggs! Anyways, I backed out of that alley and into a patrolling city guard, luckily enough."
——Cecil Laroo, Royal Wedding Planner unwittingly describing the luckiest night of his life
These creatures started as ghouls, but have managed to survive many years through consuming the flesh of the living and dead, growing stronger through the decay and warmth of life alike. As such, the unnatural aura of power surrounding most undead makes these monsters stronger, faster, more cunning and far more dangerous with their paralyzing attacks. Unfortunately for many unwary adventurers, it is very difficult to tell the difference between a Ghast and a Ghoul through physical appearance alone. The only obvious sign is fairly difficult to notice for an inexperienced individual: A Ghast's eyes have a pale red hue to their glow, whereas a ghoul's eyes glow yellow.
Awareness
24
Senses
Lifesense, Darkvision
Proximity
10ft
Stench [Supernatural
Pot 1d4+4
The Ghast produces a foul, rotting greenish brown aura that assaults the senses of the living. All creatures with a Fortitude of 17 or less are Sickened while within the Aura and for 1 moment thereafter. (Basic)
Initiative
22/1d8
Max HP
60
Resilience: +3
Healing Value: 12
Morale
1
Defenses
AC
18/18
Touch
16
Fort
16
Reflex
16
Will
16
Resistances: Turn Resistance [1d6+4].
Vulnerabilities:
Attributes / Saving Throws
STR
18 / 20
DEX
18 / 20
CON
12 / 14
INT
17 / 18
WIS
17 / 18
CHA
13 / 14
Saving Throw Modifiers:
Actions
Movement Modes
Shift 5ft / 2
Skirmish 30ft / 3
Sprint 55ft / 3
At-Will
Ghoul Claw or Bite
+9 vs AC (ArN 1)
Standard REC 6 • Melee Reach 5ft • One creature
1d6 + 4 (avg 8) Slashing or Chopping damage (Crit 2%/4)
The Ghast cuts into a victim with a diseased claw or bite attack. On a hit, the target is Paralyzed [SE, ST 4d10 vs CON] and is exposed to Ghoul Fever (1 Pestilence, Exposure DC 15).
Special: Potable wine poured over an affected victim will remove the paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
1d6 + 4 (avg 8) Slashing damage
Grapple +8
Uses: 3
Short Rest
Ravenous Assault
 [SupernaturalBasic • Pot 1d4+4, MR No
+9 vs AC (ArN 1)
Standard REC 6 • Melee Reach 5ft • One creature
2d6 + 4 (avg 11) Slashing or Chopping damage (Crit 2%/4)
The Ghast cuts into a victim with a savage deluge of claws and teeth. On a hit, the target is Paralyzed [SE, ST 4d10 vs CON] and exposed to Ghoul Fever (1 Pestilence, Exposure DC 20).
Special: Potable wine poured over an affected victim will remove the paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Frenzied Bite
 [SupernaturalBasic • Pot 1d4+4, MR No
+9 vs AC (ArN 1)
Standard REC 6 • Melee Reach 5ft • One creature
1d6 + 4 (avg 8) Chopping Bleed damage (Crit 2%/4)
The Ghast bites deeply into living flesh. On a hit, the target is Paralyzed [SE, ST 4d10 vs CON] and exposed to Ghoul Fever (1 Pestilence, Exposure DC 15). Additionally, the target suffers Ongoing 10 Bleed damage every 10 segments [SE, ST 3d10 vs CON]
Special: Potable wine poured over an affected victim will remove the Paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Uses: 3
Extended Rest
Teeth and Claws
 [SupernaturalBasic • Pot 1d4+4, MR No
+9 vs AC (ArN 1)
Standard REC 8 • Melee Reach 5ft • One or two creatures within reach
1d6 + 4 (avg 8) Slashing or Chopping damage (Crit 2%/4)
The Ghast lashes out on nearby enemies. Make two attacks, on the same or different targets. On a hit, the target is Paralyzed [SE, ST 4d10 vs CON] and exposed to Ghoul Fever (1d2 Pestilence, Exposure DC 15).
Special: Potable wine poured over an affected victim will remove the paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Feed
 [SupernaturalBasic • Pot 1d4+4, MR No
+9 vs AC (ArN 1)
Standard REC 6 • Melee Reach 5ft • One helpless creature
2d6 + 4 (avg 11) Chopping damage (Crit 2%/4)
The Ghast feasts on the flesh of a helpless victim. On a hit, the target must make an Injury Check (Resilience) with a +10 bonus or suffer a Chopping Injury. The target is also Paralyzed [SE, ST 4d10 vs CON] and exposed to Ghoul Fever (1d3 Pestilence, Exposure DC 20).
Special: Potable wine poured over an affected victim will remove the paralysis immediately. (Elves are subject to this Paralysis, unlike with that of common Ghouls).
Overland Movement
30 mi/day
Qualities
Skills: Balance R3 (+8), Climb R3 (+8), Escape R3 (+10), Jump R3 (+10), Stealth R5 (+14), Listen R4 (+12), Spot R4 (+14), Hunting R4 (+12), Survival R3 (+8), Investigate R3 (+10), Coercion R3 (+9), Deception R2 (+7), Persuasion R1 (+6), Bravery R3 (+7), Intuition R2 (+8), Suspicion R2 (+8)
Feats: More Precise, Fast Initiative
Philosophies: Rank 1 Mental, Rank 2 Physical, Rank 4 Undeath
Combat Training: Melee 1, Ranged 1, Parry 1, Fort 1, Reflex 1, Will 1
Wits: +6, Brawn: +6
Equipment: None
Social
Languages: Languages known in Life, usually Common.
Composure: 16
Charm
+3
Coercion
+9
Deception
+7
Manipulation
+3
Persuasion
+6
Aloofness
+3
Bravery
+7
Intuition
+8
Tolerance
+3
Suspicion
+8
Prejudices:
    Motives: Feed on the living


    Ghoul Characteristics

    Ghouls are feral undead with a wicked intelligence. Their skin appears decayed and stretched tight, their bones visibly attempting to poke through the surface. Their nails and teeth are elongated and sharp from ripping at mortal flesh. Ghouls are capable of speaking in the languages they knew in life, and are very nearly as intelligent in death as they were in life. On top of the power of undeath and their mental faculties, they also have the ability to paralyze victims with their foul, supernaturally toxic undead claws and bites. Some suspect that the very ichor of the god of death drips from their bones.

    History

    Ghouls have been a scourge on the land pretty much since undead came into creation. From what researchers and historians can gather, Ghouls are created from stronger than average beings that lived foul, disgusting mortal lives. Cannibals, rapists and murderers are common examples of the sorts of people who have turned over to this existence after death under profane circumstances. Worse still, anyone killed by a ghoul may quite possibly come back as a ghoul themselves, the corruption of their killer sows its seed quite deeply.

    Culture

    Ghouls are known to populate areas heavily infested with the stench of death and rot, feasting on whatever flesh they can find. Aging battlefields, cemeteries and ancient crypts that are left unmaintained can be expected to be infested with ghouls sooner or later. It is largely agreed upon that it is exactly the failure to keep these grounds hallowed and clean that causes the dead to rise again and persist in the foul order. Ghouls revel in their foul existence, and seek to spread their filth and disease from wherever such substance is already prominent.