![[Ghast pic.png|250]]
GHAST
FREQUENCY: Rare
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 4
% IN LAIR: 10%
TREASURE TYPE: [[B]], [[Q]], [[R]], [[S]], [[T]]
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-4/1-4/1-8
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Chaotic evil
SIZE: M
PSlONlC ABILITY: Nil
NO. APPEARING: 1-6
Attack/Defense Modes: Nil
These creatures are so like ghouls as to be completely indistinguishable
from them, and they are usually found only with a pack of ghouls. When
the pack attacks it will quickly become evident that ghosts are present,
however, for they exude a carrion stench in a 10’ radius which causes
retching and nausea unless a saving throw versus poison is made. Those
failing to make this save will attack at a penalty of -2 on “to hit” dice rolls.
Worse, the ghast attacks as a [[Ghoul]] with regard to paralyzation, and this
attack will affect elves as well.
Ghasts are of the ”undead” class so sleep and charm spells do not affect
them. They are struck by any sort of weapon; cold iron causes double
damage, and clerics can turn them. The circle of protection from evil does
not keep them at bay unless it is used in conjunction with cold iron (such as
a circle of powdered iron, an iron ring, etc.).
These creatures are often used as slaves by powerful demons.
## 2e
| Ghoul | |
| ----------------- | ----------------------------- |
| Climate/Terrain: | Any land |
| Frequency: | Rare |
| Organization: | Pack |
| Activity Cycle: | Night |
| Diet: | Corpses |
| Intelligence: | Very (11-12) |
| Treasure: | B,Q,R,S,T |
| Alignment: | Chaotic evil |
| No. Appearing: | 1-6 or 1-4 (with Ghoul packs) |
| Armor Class: | 4 |
| Movement: | 15 |
| Hit Dice: | 4 |
| THAC0: | 17 |
| No. of Attacks: | 3 |
| Damage/Attack: | 1-4/1-4/1-8 |
| Special Attacks: | See below |
| Special Defenses: | See below |
| Magic Resistance: | Nil |
| Size: | M (5-6' tall) |
| Morale: | Elite (13-14) |
| XP Value: | 650 |
These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will quickly become evident that ghasts are present, for they exude a carrion stench in a 10' radius which causes retching and nausea unless a saving throw versus poison is made. Those failing to make this save will attack at a penalty of -2.
Worse, the ghast shares the ghoulish ability to paralyzation, and their attack is so potent that it will even affect elves. Paralysis caused by a ghast lasts for 5-10 (4+1d6) rounds or until negated by a priest's _remove paralysis_ spell.
Ghasts, like ghouls, are undead class and thus _sleep_ and _charm_ spells do not affect them. Though they can be struck by any sort of weapon, cold iron inflicts double normal damage. Clerics can turn them beginning at 2nd level. The _circle of protection from evil_ does not keep them at bay unless it is used in conjunction with cold iron (such as a circle of powdered iron or an iron ring).