Ghoul, Ghast [1910]

Climat/Terrain Any land
Organisation Pack
Fréquence Rare
Diète Corpses
Cycle d'activité Night
Intelligence 11-12 - Très intelligent
Trésor B,Q,R,S,T
Alignement Chaotic Mauvais
Nombres 1-6 or 1-4 (with Ghoul packs)
Classe d'armure 4
Mouvement Au sol : 15"
Vol : - Classe de vol :
Nage :
Enfouissement :
Web :
Dés de vie 4
Thac0 17
Nbre d'attaques 3
Dommage / attaques 1-4/1-4/1-8
Attaques spéciales See below
Défenses spéciales See below
Résistance à la magie Nil
Taille M - man-size ( 4+' to 7' )
(5-6’ tall)
Morale 13-14 - Elite
Valeur en XP 650 xp

Commentaires : 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).