Ghesterm

Medium

Monstrosity

CR 3

Chaotic Evil

Ghesterm

Irradiated Monstrosity

Once a human survivor of an irradiated blast, the Ghesterm is a twitching, hunched thing that moves with animal ferocity and twisted intelligence. Its claws smear with a phosphorescent residue and its bite leaves wounds that fester with a slow, luminous rot; those who touch its secretions find their skin crawling and their thoughts sunk into feverish paranoia. Packs of Ghesterm hunt ruined suburbs and collapsed labs, leaving small pockets of radiant sickness in their wake — a living, spreading hazard that makes them as dangerous to the land as to those they strike.

Stat block

Armour

14

natural armor

Hit points

90

12d8+36

Speed

30ft

Challenge

3

700 XP

STR

16

+3

DEX

14

+2

CON

16

+3

INT

8

-1

WIS

12

+1

CHA

6

-2

Saving throws

CON +5

Skills

Stealth +4

Senses

darkvision 60 ft., passive Perception 11

Languages

understands Common but can't speak

Actions

Multiattack. The Ghesterm makes two attacks: one Claw and one Bite.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be infected by the Ghesterm's radiative rot. On a failed save, the target takes an extra 7 (2d6) necrotic damage and gains the Infected condition. An infected creature takes 3 (1d6) necrotic damage at the start of each of its turns as the wound festers. The creature can repeat the saving throw at the end of each of its turns, ending the infection on a success. A creature reduced to 0 hit points by the infection bursts in a shower of pale ichor that remains contagious for 1 minute (a creature that touches the ichor must make a DC 13 Constitution saving throw or be infected).

Lore

Ghesterm are the result of prolonged exposure to raw occult radiation leaked from ruined arcano-industrial sites. The radiation corrupts flesh and mind over weeks, warping survivors into creatures that are neither fully human nor purely beast. Legends among scavengers speak of the first Ghesterm as a 'harbinger' escaped from the broken vault of the Ardent Coil, but the phenomenon has been found wherever wild flux stains the earth. Scholar Jex Morden of the Cartography of Decay cataloged Ghesterm from fallen research districts to remote glassed-over fields; his papers identify a social tendency for newly formed Ghesterm to cluster around a single 'singer' — an elder specimen whose low-frequency rasp guides others with compulsive signals. The Order of the White Seal has mounted expeditions to quarantine affected zones, but rangers and prospectors who ignore the warnings still bring home spores of the sickness, and the Ghesterm's infection is blamed for more than a few ruined settlements.

Appearance

A Ghesterm stands slightly hunched at roughly 6 feet tall with lank, stretched limbs and an uneven gait. Its skin is mottled ashen gray with patches of crusted, glassy scales that glow faintly green where the radiation burned deepest. The face retains a human outline but is sunken, lips pulled back to expose yellowed, jagged teeth and a split jaw. Fingers end in hooked, chitinous claws stained with a viscous, luminescent residue. Veins along its neck and shoulders pulse with faint bioluminescence. Tattered remnants of clothing cling to its torso — a warped lab coat or a singed jacket — giving scale cues and hinting at its pre-transformation life. Scars seam its belly where flesh has sloughed away in irregular plates; where the skin is torn, you can see a faint, smoky shimmer like heat above coals.

Made with the free LoreKeeper Monster Generator · D&D 5e-compatible stat block · Free to use at your table · Licence

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