Burning Ghat
Medium undead, chaotic evil
Armor Class
12 (natural armor)
Hit Points
39 (6d8 + 12)
Speed
30 ft.
STR
13 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Damage Immunities
fire
Damage Resistances
acid, lightning
Damage Vulnerabilities
cold
Condition Immunities
charmed, exhaustion, frightened, paralyzed
Senses
darkvision 60 ft., passive Perception 12
Languages
the languages it knew in life
Challenge
3 (700 XP)
Burning Blood. Any creature that hits the burning ghat with a melee attack while within 5 feet of it must make a DC 13 Dexterity saving throw or take 7 (2d6) fire damage.
Odor. Any creature that starts its turn within 5 feet of the burning ghat must succeed on a DC 13 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the burning ghat’s odor for 24 hours.
Actions
Multiattack. The burning ghat makes two claw attacks.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 7 (2d6) fire damage.
Fire Burst (1/day). The burning ghat unleashes a burst of flames in a 20-foot sphere centered on itself. Creatures in the area must make a DC 13 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.