A Necrosange Ghast is the end result of a humanoid creature who dies under the effect of the necrosange disease. These advanced ghasts are intelligent, fast and highly contagious. Entire empires have fallen to this ghast plague in the past. Unlike a normal ghast or ghoul, they did not eat the dead, existing only to spread their unholy malady to the living.
Necrosange ghasts are humanoid undead that spread plague through their bite. Their saliva contain an anti-clotting agent which causes their victims to bleed violently, in addition to a regular ghasts paralyzing touch. For millennia the plague was trapped within the quarantined dwarven city of Kolzamar, but has recently been unearthed by the cult of Vis. Whenever possible, a ghoul would attack a living target with reckless abandon, caring little for their own existence.
Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the plague ghast's Stench for 24 hours.
Turning Defiance. The plague ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.
Bleeding Wound. DC 12 1d6+1 damage every round. Healing or DC 15 medicine check stops the bleeding effect.
Necrosange Disease. DC 15, 1d4 con drain every day. If the target dies while infected they rise as another plague ghast after one hour.
Reckless Attack. Advantage on melee attack rolls during this turn, but the attack rolls against you have advantage until your next turn.