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
>