ghast

Size/Type: Medium Undead
Hit Dice: 4d12+3 (29 hp)
Initiative: 3
Speed: 30 ft. (6 squares)
Armor Class: 17 (
3 Dex, 4 natural), touch 12, flat-footed 14
Base Attack/Grapple: +2/
5
Attack: Bite 5 melee (1d83 plus paralysis)
Full Attack: Bite 5 melee (1d83 plus paralysis) and 2 claws 3 melee (1d41 plus paralysis)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ghoul fever, paralyis, stench
Special Qualities: Darkvision 60 ft., undead traits, +2 turn resistance
Saves: Fort +1, Ref +4, Will +6
Abilities: Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
Skills: Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8
Feats: Multiattack, Toughness
Environment: Any
Organization: Solitary, gang (2–4), or pack (2–4 plus 7–12 ghouls)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5–8 HD (Medium)
Level Adjustment: —
Ghasts speak the languages they spoke in life (usually Common).
Combat

Although these creatures look just like their lesser kin, they are far more deadly and cunning.
Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

ghast

Badassery at its Finest modestcat