By Alan McCoy from Dungeons & Dragons: Fundamentals
How to build a challenging encounter against Ghouls and Ghasts
Note: This has been prepared utilizing only the 5E Core Rules. (MM page 148)
Ghouls and Ghasts are a classic pairing and have been a part of Dungeons and Dragons since the beginning. It is almost unheard of for Ghouls to be encountered without Ghasts.
Ghouls and their more powerful brethren Ghasts are undead created specifically by the action of the Abyssal Lord Orcus. Legend has it that an elven worshiper of Orcus turned against his people and feasted on elven flesh to honor his demonic prince. As a reward, Orcus awarded this foul elf with undead status. The first Ghast was thus created. The Elven Gods, horrified by the betrayal of one of their own, shielded the elves from the paralyzing power of the Ghouls.
It is rumored that Orcus takes an active interest in the destruction and mayhem caused by Ghasts or Ghouls and will if all the Ghasts in a group are destroyed, imbue one of the surviving Ghouls with addition corruption, and a new Ghast will emerge.
These creatures are driven by a compulsive hunger for the flesh of the living. They do have intelligence and a strong self-preservation instinct. They attack because they need to eat to survive. Only the flesh of the living can sustain their unlife. Once they have their meal they will probably withdraw. Corpses are worthless to them.
Step 1) Let’s review what we know about the Ghouls and Ghasts
Ghouls and Ghasts are immune to Poison Damage.
Ghasts take only 1/2 Damage from Necrotic Damage (Damage Resistance).
Both have condition immunities to Charm, Exhaustion and Poison.
Senses: Darkvision 60 feet, Passive Perception 10.
They have High Dexterity and High Strength, especially the Ghast. Ghouls are stupid, but are often led by their average intelligence Ghasts, making them far more dangerous.
Languages: Common. While both Ghouls and Ghasts can speak Common, if there are Ghasts present, it is they who will do any talking, though it is rare that they will speak to one of the living. If they do speak it is with a raspy whispering voice. The vocal equivalent of fingernails scraping down a chalkboard.
Ghasts have two addition abilities:
Turning Defense: Which grants Ghasts and any Ghouls within 30 feet of a Ghast advantage on turning saving throw.
Stench: Those within ten feet of a Ghast can be sickened by the stench of death.
Step 2) Determine the probable Ghoul/Ghast Strategy:
These undead have a need to consume living flesh to maintain their unlife. Their Goal is to feed themselves and to survive. They know that corpse flesh is worthless, so they are unlikely to engage in wanton slaughter, they want to maintain the food supply.
Step 3) Determine the probable tactics:
Ghouls primarily attack with their Claws because they know that only their claws can paralyze their target. They are also aware that They are aware that Elves are immune to this effect. They also know that their claws have a far better chance of hitting their target.
Ghouls primarily attack with their Claws because they know that only their claws can paralyze their target. They are also aware that They are aware that Elves are immune to this effect. They also know that their claws have a far better chance of hitting their target.
Ghasts will hold back from immediate combat, preferring to allow their stench to work on those within 10 feet. When they do attack, their primary target will be any Elves, who are not immune to the paralyzing touch of Ghasts. Ghasts and Ghouls find elf-flesh to be especially satisfying for their hunger.
If the Ghasts identify a Cleric, they will position themselves to give maximum turning resistance to their lesser kin the ghouls.
Typically, a Ghoul and Ghast group will hide just out of sight in an unused corridor or perhaps behind a thin makeshift earthwork they may erect for concealment. Bursting in they will concentrate on a single victim in an attempt to paralyze. If successful, they will immediately withdraw carrying their paralyzed victim and next meal away.
A Ghast led band will always have an escape route planned, which might include traps, they are especially fond of poison gas, since the dead don’t need to breathe.
A Ghoul band will satisfy itself with a few victims each day, knowing that corpse flesh is worthless to them.
A Ghoul band can be driven out but will usually return quickly. Almost always the band must be destroyed utterly.