Ghost

Ghost

Medium undead, any alignment

4
Challenge Rating
1100 XP

A ghost is a spectral entity, an incorporeal undead being that exists between the world of the living and the afterlife. It is the ethereal manifestation of a deceased creature, often bound to the material plane due to unfinished business or strong emotions. Ghosts are typically associated with haunting locations or individuals tied to their past lives.

Appearing as a translucent figure, a ghost retains the general form and features it had in life, but with a ghostly, intangible quality. They may emit a pale, eerie glow or radiate a cold chill in their presence. Ghosts are often draped in tattered garments or show signs of decay, representing their state of eternal unrest.

Ghosts possess a variety of supernatural abilities. They can pass through solid objects effortlessly, move silently, and become invisible at will. Their touch carries an otherworldly chill, capable of draining life force or inflicting psychic damage. Ghosts are also known for their ability to manipulate the environment, causing objects to move, doors to slam shut, or lights to flicker, intensifying the haunting atmosphere.

Encounters with ghosts can be unsettling and dangerous. They are often bound to specific locations, such as haunted houses, ancient burial grounds, or sites of tragic events. Some ghosts may be vengeful, seeking retribution or justice for the wrongs done to them in life, while others may simply be lost souls in need of guidance or release.

Dealing with ghosts often involves unraveling the mysteries of their past, fulfilling their unfinished business, or assisting them in finding peace. Methods to repel or banish ghosts vary, ranging from powerful divine magic and sacred relics to specific rituals or performing acts that resolve the ghost’s lingering attachment to the mortal realm.

Ghosts are a haunting reminder of the lingering echoes of the departed, a connection between the realms of life and death. They serve as both cautionary tales and opportunities for redemption, making encounters with them a memorable and potentially life-altering experience for those brave enough to face the ethereal realm.

Special Abilities

Ethereal Sight

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Actions

  • Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
  • Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
  • Horrifying Visage: Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
  • Possession: One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
    The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Lore

The Stream

Armor Class: 11 (DEX)
Hit Points: 45 (10d8)
Speed: 0 ft. (walk), 40 ft. (fly), 1 (hover)
str
-2
7
dex
+1
13
con
+0
10
int
+0
10
wis
+1
12
cha
+3
17
Damage Resistances: acid | fire | lightning | thunder | bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities: cold | necrotic | poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Proficiency Bonus: +2

Senses

  • Passive Perception: 11
  • Darkvision: 60′
Languages: any languages it knew in life
Environment: Underdark, Urban

Credits: SRD 5.1