Ghast

Armor Class
13

(Natural Armor)

Hit Points
36
STR
16 (+3)
DEX
17 (+3)
CON
10 (+0)
INT
11 (+0)
WIS
10 (+0)
CHA
8 (-1)
Senses
Darkvision 60ft
Passive Perception 10
Languages
Common
Challenge
2

Traits

Stench - Any creature that starts its turn within 5 ft. 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.

Turn Defiance - The ghast and any ghouls within 30 ft. of it have advantage on saving throws against effects that turn undead.

Actions

Bite - Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws - Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 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.