Ghast (CR 4/MR 2)

Mythic Ghast (CR 4/MR 2)
XP 1,200
CE Medium undead (mythic)
Init +10; Senses darkvision 60 ft.; Perception +9
Aura paralyticMA (30 ft., DC 18), stench (10 ft., DC 16, 1d6+4 minutes)

Defense

AC 22, touch 16, flat-footed 16 (+5 Dex, +6 natural)
hp 50 (4d8+32)
Fort +4, Ref +6, Will +7
Defensive Abilities channel resistance +2

Offense

Speed 30 ft.
Melee bite +9 (1d6+3 plus disease and paralysis) and 2 claws +9 (1d6+3 plus paralysis)
Special Attacks ghastly ripperMA, murderous expertiseMA, mythic power (4/day, surge +1d6), paralysis (1d4+1 rounds, DC 15, elves are not immune to this effect)

Statistics

Str 17, Dex 22, Con —, Int 17, Wis 18, Cha 18
Base Atk +3; CMB +6; CMD 22
Feats Extra Mythic PowerMF, Improved Initiative, Weapon Finesse Skills Acrobatics +9, Climb +10, Intimidate +11, Perception +9, Sense Motive +10, Stealth +12, Swim +6
Languages Common

Ecology

Environment any land
Organization solitary, gang (1 mythic ghast and 2–8 non-mythic ghasts), or pack (1 mythic ghast, 2-8 non-mythic ghasts, and 5–20 ghouls)
Treasure double

Special Abilities

Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.

Ghastly Ripper (Ex) Whenever a mythic ghast attacks a creature that is denied its Dexterity bonus to AC or that is flanked, its natural weapons have a critical threat range of 19-20 (18-20 against non-mythic creatures). In addition, when a mythic ghast confirms a critical hit it can make an Intimidate check to demoralize its target as a free action. If the target is successfully demoralized, the saving throw penalty for becoming shaken applies to its saving throw against the ghast’s disease and paralysis from that attack.

Murderous Expertise (Ex) A mythic ghast can expend one use of mythic power to deliver a coup de grace attack against a helpless creature as a standard action that does not provoke an attack of opportunity.

Paralytic Aura (Su) A mythic ghast radiates an aura of paralyzing fear out to a distance of 30 feet. Any creature entering the area of effect must succeed at a DC 18 Will save or be staggered with fear for 1d4 rounds. Additionally, a mythic ghast can expend one use of mythic power as a swift action to force all creatures within 30 feet that are staggered with fear due to its paralytic aura to succeed on a second DC 18 Will save or be affected as per the slow spell for as long as they remain inside the aura, and for an additional 1d6 rounds after they leave. This is a mind-affecting fear effect. The save is Charisma-based and includes a +2 racial bonus.

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