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.

medium
undead
cr3
tome-of-horrors