b'Ghoul, Ghast \n'b'  Family:   Ghouls  \n'b' This  humanoid  creature has long, sharp teeth, and its pallid flesh is stretched tightly over its starved frame. \n'b'  Medium   undead ,  chaotic evil  \n'b'  Armor Class  13  Hit Points  36 (8d8)  Speed  30 ft.\n'b' STATS STR: 16 (+3) DEX:  17 (+3)  CON:  10 (+0)  INT:  11 (+0)  WIS:  10 (+0)  CHA:  8 (-1)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Resistances  necrotic  Damage Immunities  poison  Condition Immunities   charmed ,  exhaustion ,  poisoned   Senses   darkvision  60 ft., passive Perception 10  Languages  Common  Challenge  2 (450 XP) \n'b' Special Traits \n'b'   Stench : Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10  Constitution  saving throw or be  poisoned  until the start of its next turn. On a successful saving throw, the creature is immune to the ghast\xe2\x80\x99s Stench for 24 hours. \n'b'  Turning Defiance : The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead. \n'b'  Actions \n'b'   Bite  Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage. \n'b'  Claws : Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10  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.'