Trog Cavern Area 12: Cave of the Emissaries (EL 9)
Creatures: Two ghasts.
GHASTLY EMISSARIES (2) CR 7
Advanced ghast rogue 3
CE Medium undead
Init +10; Senses darkvision 60 ft; Listen +9, Spot +15
Languages Undercommon
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AC 20, touch 16 flat-footed 14
hp 70 (11 HD)
Fort +3, Ref +11, Will +10; evasion
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Spd 30 ft
Melee bite +11 (1d8+5 plus paralysis) and 2 claws +9 (1d4+2 plus paralysis)
Base Atk +6 Grp +11
SA ghoul fever, paralysis, sneak attack +2d6, stench
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Abilities Str 20, Dex 22, Con —, Int 12, Wis 16, Cha 19
SQ trapfinding, trap sense +1, turn resistance +2, undead traits
Feats Combat Reflexes, Improved Initiative, Multiattack, Toughness
Skills Balance +14, Climb +13, Diplomacy +7, Escape Artist +9, Hide +20, Jump +13, Listen +9, Move Silently +20, Sense Motive +6, Spot +15, Tumble +9
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Ghoul Fever (Su): Disease—bite, Fortitude DC 18, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity.
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 18 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 18 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Evasion (Ex): If these ghasts make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage.
Turn Resistance (Ex): These ghasts are treated as undead with 10 HD for purposes of turn, rebuke, command, or bolster attempts.
Treasure: The ghasts have a sack which contains 3 pieces of jewelry (worth 5,000, 3,000, and 1,800 gp) and 2 tubes. One is a scroll of 3 divine spells (cure light wounds, tongues, summon monster V). The other tube contains a map showing the northeast passage leading to the tertiary route leading to area S/T-17 (not detailed in this adventure). Draw this in on the players’ map.