Sea-Ghast
- Armor Class
- 7 [12]
- Hit Dice
- 2
- Attacks
- Bite or Claw (1d6)
- Special
- poison aura 10 ft., paralysis 1d4+1/day, aquatic undead, turned as ghast, undead immunities, avoids holy water, immune to sleep/charm/hold
- Move
- Swim 9
- HDE/XP
- 4/120
Description
Unlike the common ghoul which scavenges battlefields and graveyards for the rotten flesh they crave, Sea Ghouls adapted to scavenge the large bodies of water where shipwrecks and drownings are frequent.
Their softer, water-softened flesh renders them immobile outside of the water, but they are fast and agile swimmers. They can only paralyze one medium- sized creature per day (saving throw), but compensate in combat with an aura of poisoned water that surrounds them for 5 feet in all directions. Creatures in this aura must make a saving throw against poison. Small fish found floating to the surface in a distinct path are a telltale sign of sea ghouls sea ghasts prowling below the surface of the water. They are ambush hunters, hiding among silt and plants for any lone or straggler swimmers in sight. They will approach from beneath, giving no warning other than the corpses of small fish floating to the surface where they move, or the sudden burning sensation as they make an unexpected saving throw against poison. Their poison aura dissuades interlopers as they paralyze their prey with a paralyzing bite, and drag the unlucky victim into the darkness to drown and soften.
They favor deep, still water with silty bottoms and low visibility. Mindful swimmers are advised to avoid swimming in these types of water bodies, especially alone or without a weapon.
Sea Ghasts are similar to sea ghouls but slightly hardier and more potent. Their poison aura extends to 10 feet from their position, and they can paralyze 1d4+1 creatures per day.
Sea ghouls and ghasts share the same weaknesses as common ghouls and ghasts. Like all undead, they may be Turned by Clerics, as ghouls or ghasts respectively, and are immune to Sleep, charm, and hold magics. They will also avoid any water within 20 feet of where a flask of holy water was poured out for 1 day. Traveling Clerics are known to earn reasonable sums of silver by selling holy water near popular swimming spots on hot days.
Source note: This creature is converted from The Basic Fantasy Field Guide of Creatures Malevolent and Benign – Omnibus Edition, 1st Edition Release 4, © 2010–2025 Chris Gonnerman, R. Kevin Smoot, James Lemon, Matt Sluis, and Contributors. The Basic Fantasy Field Guide textual material is licensed under Creative Commons Attribution-ShareAlike 4.0 International; this page adapts that creature to White Box.