Although these creatures look just like their lesser kin, they are far more deadly and cunning.
Speed 30 ft.
Melee bite +5 (1d6+3 plus disease and paralysis) and 2 claws +5 (1d6+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 15, affects elves normally), stench
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
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.
Warning! Ghasts are particularly nasty creatures due to their ability to paralyze and then possibly perform coup de grace attacks upon paralyzed victims. Their special abilities and average damage should probably warrant a CR 3 rating, but by the template rules they are only CR 2.
You’ve been warned!
Environment any land
Organization solitary, gang (2–4), or pack (7–12)
A ghast’s paralysis even affects elves. Ghasts roam in packs of their own kind or lead groups of common ghouls. The stink of death and corruption surrounding these creatures is overwhelming.