||Average Lair to 1-6
Treasure Type: (C, D, E, M)
Death Sense: The creature can sense the death of living things and dead flesh at a range of up to half its INT or INS in kilometres.
Immunity (Fear, Sleep, and Charm)
Undead: The creature is immune to the consequences of both fatigue and severe injuries. Undead are thus immune to all the detrimental effects of Serious Wounds. Even Major Wounds do not incapacitate them, although they can still have locations severed or shattered as per normal. The head and chest location typically stores the magic that is animating the creature. Any location (and those contiguous to it) that is smashed or severed from the bound area ceases to function, but the remainder of the body can continue if it still has limbs with which to act. A Major Wound to the magic-infused location destroys the undead outright.
Regeneration and Vulnerable (Cold Iron). They regenerate 1 Hit Point of damage per Round to each injured body location from all but a dismembering strike, of which the limb will not grow back. Losing a limb has no adverse effect on the ghast except the loss of its use. The only sure way to kill a ghast is to destroy the creature’s head or chest as bringing either body location to fully negative Hit Points ends its ability to regenerate. Wounds made by weapons or tools manufactured of cold iron are not subject to regeneration.
Stench of death and: Accompanies them in a 3 metre (10 foot) radius. Those within range of the stench must succeed at a Willpower roll or be so overcome with nausea as to suffer a penalty of one difficulty grade to all skill rolls until they can leave the area.
Venomous: Ghast Venom. Claw and bite attacks that get through armour causing at least 1 point of damage inject a venom into the victim’s bloodstream. This venom is a simple paralytic poison to render prey immobile whilst it is eaten alive. Even affect elves and half-elves
Onset time: Immediate Paralysis in location struck. If the location struck is the head or chest, the victim suffers immediate total paralysis; otherwise, it takes 1d3 Rounds to spread through the circulatory system and cause total paralysis.
Duration: 1d6+4 rounds
Conditions: If not resisted, the venom acts as a muscle relaxant, immobilising the area struck and soon spreading to the rest of the body. Somewhat cruelly, it does nothing to stop the sensation of pain.
Antidote/Cure: A prophylactic brewed from local herbs is known to tribal shamans, which makes the Endurance roll to resist the venom one step easier. If this is overcome, however, the victim must still wait out the entire duration to recover. Neutralise Poison spells or potions have their normal effect.