b'Ghast Warlord \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  18 (plate armor)  Hit Points  187 (26d8 + 104)  Speed  30 ft.\n'b' STATS STR: 20 (+5) DEX:  19 (+4)  CON:  19 (+4)  INT:  15 (+2)  WIS:  17 (+3)  CHA:  13 (+1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Con  +9,  Int  +7,  Wis  +8  Skills   Insight  +8,  Perception  +8,  Persuasion  +6  Damage Resistances  necrotic  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive  Perception  18  Languages  Abyssal, Common  Challenge  16 (15,000 XP) \n'b' Special Traits \n'b'   Keen Smell . The warlord has advantage on  Wisdom  ( Perception ) checks that rely on smell. \n'b'  Legendary Resistance (3/Day) . If the warlord fails a saving throw, it can choose to succeed instead. \n'b'  Stench . Any creature that starts its turn within 15 feet of the warlord must succeed on a DC 18  Constitution  saving throw, or be  poisoned  until the start of its next turn. On a successful saving throw, the creature is immune to the warlord\xc2\x92s Stench for 24 hours. \n'b'  Turning Rage . If the warlord succeeds on a saving throw against an effect that turns  undead , it falls into a frenzy until the end of its next turn. While frenzied, the warlord has advantage on  attack  rolls and saving throws against being  charmed  or  frightened  and effects that turn  undead . \n'b'  Actions \n'b'   Multiattack . The warlord makes four attacks: one with its bite, one with its claws, and two with its longsword. \n'b'  Bite .  Melee Weapon Attack : +10 to hit, reach 5 ft., one creature.  Hit : 18 (3d8 + 5) piercing damage. \n'b'  Longsword .  Melee Weapon Attack : +10 to hit, reach 5 ft., one creature.  Hit : 9 (1d8 + 5) slashing damage. \n'b'  Claws .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 15 (3d6 + 5) slashing damage. If the target is a creature other than an  elf  or  undead , it must succeed on a DC 16  Constitution  saving throw, or be  paralyzed  for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Legendary Actions \n'b' The warlord can take 3 legendary  actions , choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature\xe2\x80\x99s turn. The warlord regains spent legendary  actions  at the start of its turn. \n'b'   Attack . The warlord makes a longsword  attack . \n'b'  Coordinated Assault . The warlord, or one of its  ghoul  or ghast allies within 60 feet that can see or hear it, moves up to its speed. The warlord can\xe2\x80\x99t choose the same creature to move more than once between its turns. \n'b'  Claw (Costs 2 Actions) . The warlord makes a claw  attack . \n'b'  About \n'b' Particularly intelligent ghasts can amass quite a following of lesser ghouls, and often intentionally breed exotic strains. These warlords often hold delusions of grandeur, taking over castles, or complexes of ruins, as their lair. \n'b'  Eternal life . It is a lofty goal, one sought by many. Few, however, possess the ability to achieve it, and fewer still are willing, desperate, or mad enough to pay the price. Those few who do may, through various roads, attain lichdom. \n'b' Liches hold an almost-legendary status in common myth, like  dragons , as beings so far outside the average experience that they may as well not exist, so small are the chances of ever encountering one. While stories of eternal monarchs ruling as gods on earth may have their roots in the occasional  lich  who takes an interest in  human  affairs, they could just as likely be spun from the propaganda of some forgotten empire. Destroying a phylactery (or something resembling a phylactery in all but name) is a common quest for heroes of legend though, rather than the blood and ritual scrolls of reality, said item might contain the creature\xc2\x92s still-beating heart, or something similarly fanciful.'