GHAST


 

FREQUENCY: Rare

FREQUENCY: Uncommon ([Dungeon Level IV])


FREQUENCY: Rare ([Cold Civilized Mountains], [Cold Civilized Hills], [Cold Civilized Swamp], [Cold Civilized Plains])
FREQUENCY: Rare ([Cold Wilderness Mountains], [Cold Wilderness Hills], [Cold Wilderness Swamp], [Cold Wilderness Plains])

FREQUENCY: Rare ([Temperate Civilized Mountains], [Temperate Civilized Hills], [Temperate Civilized Swamp], [Temperate Civilized Plains])
FREQUENCY: Rare ([Temperate Wilderness Mountains], [Temperate Wilderness Hills], [Temperate Wilderness Swamp], [Temperate Wilderness Plains])

FREQUENCY: Rare ([Tropical Civilized Mountains], [Tropical Civilized Hills], [Tropical Civilized Swamp], [Tropical Civilized Plains])
FREQUENCY: Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Hills], [Tropical Wilderness Swamp], [Tropical Wilderness Plains])

NO. APPEARING: 1-6  <+2-24 ghouls> || <1-6 (out of 2-24 ghouls : "ghoul" 4, 8, 12, 16, 20, 24)> <(ghoul: III, demon: varies)>
ARMOR CLASS: 4
MOVE: 15”
HIT DICE: 4
% IN LAIR: 10%
TREASURE TYPE: [B], [Q], [R], [S], [T]
NO. OF ATTACKS: 3 ~ 15
DAMAGE/ATTACK: 1-4/1-4/1-8
SPECIAL ATTACKS: Nausea, paralyzation
SPECIAL DEFENSES: Immune to sleep and charm
MAGIC RESISTANCE: Standard <(Undead)>
INTELLIGENCE: Very (11-12)
ALIGNMENT: Chaotic evil
SIZE: M
LEVEL/X.P. VALUE: IV | 190 + 4

SAVES: 13.14.15.16.16

These creatures are so like ghouls as to be completely indistinguishable from them, and they are usually found only with a pack of ghouls.

Nausea: When the pack attacks it will quickly become evident that ghasts are present, however, for they exude a carrion stench in a 10’ r. which causes retching and nausea unless a save vs. Poison is made. Those failing to make this save will attack at a penalty of -2 on “to hit” dice rolls.
<ODOR: strong>

Immune to sleep && charm: Ghasts are of the ”undead” class so sleep and charm spells do not affect them.

They are struck by any sort of weapon; cold iron causes double damage, and clerics can TURN them.
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, an iron ring, etc.).

These creatures are often used as slaves by powerful demons.

Creature Notes: Ghasts +

Paralyzation: Worse, the ghast attacks as a ghoul with regard to paralyzation, and this attack will affect elves as well.

Question: How long does the paralysis caused by a carrion crawler, ghast or ghoul last?

Answer: I have always assumed it to be 24 hours.
However, since the duration of the paralysis is not clearly defined in any of the books, I suggest that each DM decide the duration in his particular campaign.
(Correction: The duration of ghoul and ghast paralysis is detailed in REF5. A1 also notes the duration of ghoul paralysis).

Question: In TD-37’s “Sage Advice” there was a ques-
tion referring to the paralysis caused by ghouls, ghasts and
carrion crawlers. The reply stated that the duration of the
paralysis was not clearly defined in any of the rule books.
However, a duration for the paralysis inflicted by ghouls is
given on page 15 of T1, The Village of Hommlet. It states that
“Any human or demi-human must save vs. paralyzation or
become immobile for 3-12 turns.” I suppose this is the
official word. Still, what is the duration of the paralysis
caused by ghasts and carrion crawlers?

Answer: According to Lawrence Schick, Vice-President for
Production and Design at TSR Hobbies, the paralyzation caused by
carrion crawlers is of the same duration as that caused by ghouls
3-12 turns. Paralyzation caused by a ghast takes twice as long—6-24
turns—to wear off.


The ghouls of the D&D game were certainly inspired by HPL, and by association ghasts.

<
Mina thought her new boyfriend a blast.
Their romance kindled so fast.
But when she took him to bed,
She found him undead.
Both he and she were a-ghast.

            - Toni Leigh Perry, D91.109
>