Necrophage Ghast
Medium Undead, chaotic evil
Armor Class 13
Hit Points 65 (10d8+20)
Speed walk +30
Challenge 4
Skills arcana +5, investigation +5
Damage Resistances necrotic
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Common
Special Abilities
Necrophage Stench. Any living creature that starts its turn within 30 feet of the necrophage ghast must succeed on a DC 13 Constitution saving throw or have disadvantage on all saving throws against spells cast by any necrophage ghast for 1 minute. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the stench of all necrophage ghasts for the next 24 hours.
Turning Defiance. The necrophage ghast and any undead within 30 feet of it have advantage on saving throws against effects that turn undead.
Spellcasting. The necrophage ghast is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The necrophage ghast has the following wizard spells prepared: Cantrips (at will): friends, mage hand, poison spray, prestidigitation 1st level (4 slots): charm person, false life, magic missile, ray of sickness 2nd level (3 slots): hold person, invisibility 3rd level (2 slots): animate dead, hypnotic pattern
Actions
Bite. Melee Weapon Attack: +5 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.
Source: Creature Codex · OGL/Open