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Ghast Lacedon Rogue 1

Ghast Lacedon Rogue 1 CR 3

XP 800
Female ghast lacedon rogue 1
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +12
Aura stench (10 ft. radius, DC 15, 1d6+4 minutes)


AC 20, touch 16, flat-footed 14 (+6 Dex, +4 natural)
hp 31 (3 HD; 2d8+1d8+18)
Fort +6, Ref +8, Will +9
Defensive Abilities channel resistance +2; Immune undead traits


Speed 30 ft., swim 30 ft.
Melee bite +5 (1d6+4 plus disease, paralysis), 2 claws +6 (1d4+4 plus paralysis)
Special Attacks disease, paralysis (1d4+1 rounds, DC 14), sneak attack +1d6


Before Combat This creature is an ambush predator. She lurks in the sewers just below the surface of the scummy water, using her Swim and Stealth skills to remain hidden. She attacks isolated targets and won't engage if outnumbered.

During Combat This creature is an expert at snatching people off the street. She uses her sneak attack to land a paralyzing blow, then drags her victim into the sewers. She is a hit-and-run specialist and flees from a stand-up fight.

Morale This creature fights until destroyed only if she is cornered. She shows no allegiance to her crew, and abandons them if the fight turns against them, knowing she can always make more ghoulish minions over time.


Str 19, Dex 23, Con —, Int 19, Wis 22, Cha 22
Base Atk +1; CMB +5; CMD 21
Feats Stealthy, Weapon Focus (claws)
Skills Acrobatics +12, Climb +10, Disable Device +12, Escape Artist +12, Intimidate +12, Knowledge (local) +10, Perception +12, Sleight of Hand +12, Stealth +14, Survival +9, Swim +16
Languages Common
SQ trapfinding +1
Combat Gear potions of inflict moderate wounds (2), potion of invisibility, potions of magic fang (3), potion of protection from good; Other Gear gag, mwk manacles (2), silk rope (50 ft.), superior locks (2), 40 gp


Disease (Su)

Ghoul Fever: Bite—injury; save Fort DC 17; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight; a humanoid of 4 Hit Dice or more rises as a ghast.

Paralysis (Su)

Creatures damaged by a ghast's natural attacks must make a successful DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike ghouls, A ghast's paralysis even affects elves.

Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.

Stench (Ex)

Ghast's exude an overwhelming stink of death and corruption in a 10-foot radius. Those within the stench must succeed at a DC 15 Fortitude save, or be sickened for 1d6+4 minutes.