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|This material is published under the OGL 1.0a.|
|Hit Dice:||4d12+3 (29 hp)|
|Speed:||30 ft. (6 squares)|
|Armor Class:||17 (+3 Dex, +4 natural), touch 12, flat-footed 14|
|Attack:||Bite +5 melee (1d8+3 plus paralysis)|
|Full Attack:||Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 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|
|Organization:||Solitary, gang (2–4), or pack (2–4 plus 7–12 ghouls)|
|Alignment:||Always chaotic evil|
|Advancement:||5–8 HD (Medium)|
Ghasts speak the languages they spoke in life (usually Common).
Although these creatures look just like their lesser kin, they are far more deadly and cunning.
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.
SEE WIKIPEDIA ENTRY: Underworld (Dreamlands)