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<blockquote data-quote="Cleon" data-source="post: 5330107" data-attributes="member: 57383"><p>It's not far off a regular ghast which also happens to be a 4th level cleric, except its AC and attacks are higher.</p><p></p><p>That would seem to be the way to go - take a standard ghast, add 4th level cleric spell casting and rebuke undead (since it's a "lord" it makes sense to give it an ability to push its minions around), increase its NA a bit for the AC 2 better than an AD&D Ghast, and up its attacks a dice.</p><p></p><p>Probably improve a couple of its ability scores too, like Strength, Wisdom or Charisma, to go with its higher damage, clerical spells and "lordiness".</p><p></p><p>Note there's no mention of Stench, so I'd cut it out. He ain't no stinkin' lord! I'd keep the standard ghoul & ghast paralysis though.</p><p></p><p>Could give it Unholy Toughness, since the original has a higher than average hp (48 hp from 8d8 is a third more than the 36 hp average)</p><p></p><p>How's this for a start:</p><p></p><p> <strong>Ghast-Lord</strong></p><p> Medium Undead</p><p> Hit Dice: 8d12+24 (76 hp)</p><p> Initiative: +3</p><p> Speed: 30 ft. (6 squares)</p><p> Armor Class: 19 (+3 Dex, +6 natural), touch 12, flat-footed 16</p><p> Base Attack/Grapple:+6/+10</p><p> Attack: Bite +10 melee (1d12+4 plus paralysis)</p><p> Full Attack: Bite +10 melee (1d12+4 plus paralysis) and 2 claws +8 melee (1d6+2 plus paralysis)</p><p> Space/Reach: 5 ft./5 ft.</p><p> Special Attacks: Ghoul fever, paralyis, rebuke undead, spells</p><p> Special Qualities: Darkvision 60 ft., undead traits, +4 turn resistance</p><p> Saves: Fort +2, Ref +5, Will +9</p><p> Abilities: Str 19, Dex 17, Con –, Int 13, Wis 16, Cha 18</p><p> Skills: Balance +, Climb +, Hide +, Jump +, Move Silently +, Spot + [Add Knowledge (religion)?]</p><p> Feats: Multiattack, plus 2</p><p> Environment: Any</p><p> Organization: Solitary, gang (1 plus 2-4 ghouls or ghasts), or pack (1 plus 2-4 ghasts and 7-12 ghouls) ?</p><p> Challenge Rating: 5?</p><p> Treasure: Standard</p><p> Alignment: Always chaotic evil</p><p> Advancement: 9-X (Medium); X-X (Large)?</p><p> Level Adjustment:—</p><p> </p><p> Description</p><p> </p><p> Combat</p><p> </p><p> Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.</p><p> </p><p> <strong>Paralysis (Ex):</strong> Those hit by a ghast-lord's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.</p><p> </p><p> <strong>Spellcasting (Sp):</strong> A ghast-lord casts spells as a 4th level cleric with the X and X domains</p><p></p><p>Typical Spells Prepared</p><p> </p><p> <strong>Rebuke Undead:</strong> A ghast-lord can rebuke undead as an X-level cleric (equal to its HD or its cleric spellcasting?)</p><p> </p><p> <strong>Unholy Toughness:</strong> A ghast-lord gains bonus hit points equal to its Charisma bonus on each of its hit dice.</p></blockquote><p></p>
[QUOTE="Cleon, post: 5330107, member: 57383"] It's not far off a regular ghast which also happens to be a 4th level cleric, except its AC and attacks are higher. That would seem to be the way to go - take a standard ghast, add 4th level cleric spell casting and rebuke undead (since it's a "lord" it makes sense to give it an ability to push its minions around), increase its NA a bit for the AC 2 better than an AD&D Ghast, and up its attacks a dice. Probably improve a couple of its ability scores too, like Strength, Wisdom or Charisma, to go with its higher damage, clerical spells and "lordiness". Note there's no mention of Stench, so I'd cut it out. He ain't no stinkin' lord! I'd keep the standard ghoul & ghast paralysis though. Could give it Unholy Toughness, since the original has a higher than average hp (48 hp from 8d8 is a third more than the 36 hp average) How's this for a start: [B]Ghast-Lord[/B] Medium Undead Hit Dice: 8d12+24 (76 hp) Initiative: +3 Speed: 30 ft. (6 squares) Armor Class: 19 (+3 Dex, +6 natural), touch 12, flat-footed 16 Base Attack/Grapple:+6/+10 Attack: Bite +10 melee (1d12+4 plus paralysis) Full Attack: Bite +10 melee (1d12+4 plus paralysis) and 2 claws +8 melee (1d6+2 plus paralysis) Space/Reach: 5 ft./5 ft. Special Attacks: Ghoul fever, paralyis, rebuke undead, spells Special Qualities: Darkvision 60 ft., undead traits, +4 turn resistance Saves: Fort +2, Ref +5, Will +9 Abilities: Str 19, Dex 17, Con –, Int 13, Wis 16, Cha 18 Skills: Balance +, Climb +, Hide +, Jump +, Move Silently +, Spot + [Add Knowledge (religion)?] Feats: Multiattack, plus 2 Environment: Any Organization: Solitary, gang (1 plus 2-4 ghouls or ghasts), or pack (1 plus 2-4 ghasts and 7-12 ghouls) ? Challenge Rating: 5? Treasure: Standard Alignment: Always chaotic evil Advancement: 9-X (Medium); X-X (Large)? Level Adjustment:— Description Combat Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based. [B]Paralysis (Ex):[/B] Those hit by a ghast-lord's bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based. [B]Spellcasting (Sp):[/B] A ghast-lord casts spells as a 4th level cleric with the X and X domains Typical Spells Prepared [B]Rebuke Undead:[/B] A ghast-lord can rebuke undead as an X-level cleric (equal to its HD or its cleric spellcasting?) [B]Unholy Toughness:[/B] A ghast-lord gains bonus hit points equal to its Charisma bonus on each of its hit dice. [/QUOTE]
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