Although these creatures look just like their lesser kin, they are far more deadly and cunning.
Ghast (CR 4)
CE Medium Undead
Init +4; Senses Darkvision 60 ft.; Perception +11
AC 18, touch 14, flat-footed 14 (+4 dex, +4 natural)
hp 38  (4d8+20)
Fort +5, Ref +5, Will +8
Defensive Abilities Channel Resistance +2; Immune Undead Traits
Weakness Fire and Holy
During Combat The ghast starts combat with Sickening Breath. When a ghast is below 50% health, they tend to use leech and when below 20% health they will flee. If a ghast is leading a group of ghouls, they tend to set up ambushes before combat.
Speed 30 ft.
Melee Bite +7 (1d6+4 plus paralysis) and 2 Claws +7 (1d4+4 plus paralysis)
Space 5 ft.; Reach 5 ft.
Special Attacks Critical Attack, Leech, Paralysis (1d4+1 rounds, Fort DC 16), Sickening Breath
Str 18, Dex 19, Con -, Int 17, Wis 18, Cha 18
Base Atk +3; CMB +7; CMD 21
Feats Power Attack, Toughness
Skills Acrobatics +8, Climb +11, Perception +11, Stealth +11, Swim +7
Critical Attack (Ex)
Once every 1d4 rounds as a standard action, the ghast can inflict more pain than normal. If they succeed at hitting with their bite attack, the damage is 1d6+4 x 1.5 for total damage.
3/day, a ghast can leech the blood from a target within 30 feet. The target must make a Fortitude save (DC 16) or take 2d6 points of shadow damage and the ghoul is healed for that much. Blue mages may learn this ability as a 2nd level spell (Knowledge: Religion DC 19).
Sickening Breath (Su)
A ghast can breathe out a foul breath in a 15-ft.-cone. Creatures within the area of effect must make a Fortitude save (DC 15) or suffer a -2 penalty to Attack rolls and skill checks for 1d4 rounds. Blue mages may learn this ability as a 1st level spell (Knowledge: Religion DC 17).