Ghost
Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.
"Ghost" is an acquired template that can be added to any Aberration, Animal, Dragon, Giant, Humanoid, Magical Beast, Monstrous Humanoid, or Plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.
A ghost uses all the base creature’s statistics and special abilities except as noted here.
Size and Type. The creature's type changes to Undead. It gains the Incorporeal Subtype. Size is unchanged.
Hit Dice. All current and future Hit Dice become d12s.
Speed. Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed. Ghosts can hover.
Armor Class. Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it can add its Charisma modifier or 1 to its AC, whichever is higher.
Attack. A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Damage. Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks. A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus one to three special attacks as described below. The save DC against a special attack is equal to 8 + the ghost's proficiency bonus + the ghost's Charisma modifier unless otherwise noted.
Corrupting Gaze. If a creature starts its turn within 30 feet of the ghost and the two of them can see each other, the ghost can force the creature to make a Wisdom saving throw if the ghost isn't Incapacitated. On a failed save, creature's soul begins to separate from its body. The target takes 2d10 force damage and loses 1d4 points of Charisma. A Charisma score of 0 means that the creature has withdrawn into a catatonic, coma-like stupor. They are Unconscious for 24 hours. If the creature does not take additional damage in this time, they regain 1 point of Constitution and awaken. Otherwise, their Charisma score returns to normal when they finish a long rest.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the ghost until the start of its next turn, when it can avert its eyes again. If it looks at the ghost in the meantime, it must immediately make the save.
Corrupting Touch. A ghost that hits a living creature with its incorporeal touch causes 1d6 Necrotic damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls and its Charisma modifier to damage rolls. If a ghost has both this trait and the Draining Touch trait, the target both takes damage and has their ability scores drained on a successful hit.
Draining Touch. A ghost that hits a living creature with its incorporeal touch additionally causes the target to lose 1d4 points from any one ability score it selects. Each time a ghost successfully drains an ability score in this way, it regains 5 hit points. If a ghost has both this trait and the Corrupting Touch trait, the target both takes damage and has their ability scores drained on a successful hit.
Frightful Moan. A ghost can emit a frightful moan as an Action. All living creatures within 30 feet of it must succeed on a Wisdom saving throw, being Frightened of the ghost on a failure for 1 minutes (save ends at end of turn). This is a Sonic Necromantic Mind-Affecting Fear effect. A creature that successfully saves against the moan is immune to the moans of this ghost for 24 hours. While frightened in this way, the creature drops anything it is holding and flees from the, using the Dash action each turn. If cornered, the creature cowers, dropping Prone and whimpering. It can take no actions while Frightened in this way.
Horrific Visage. As an action, the ghost forces each creature in a 60-foot Cone that can see the ghost and isn't Undead to make a Wisdom Saving Throw. On a failure, the creature's Strength, Dexterity, and Constitution scores are each lowered by 1d4. Any creature that fails additionally takes psychic damage equal to 2d6 + the ghost's Charisma modifier. A creature that fails its saving throw by 5 or more also ages 1d4 x 10 years. If a target succeeds on this saving throw, it is immune to this ghost's Horrific Visage for 24 hours. The aging can be reversed with a Greater Restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). Charisma Saving Throw: one Living creature the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost’s game statistics are the same, except it uses the possessed target’s Speed, as well as the target’s Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost’s Possession for 24 hours. While possessing a creature in this way, the ghost keeps its Intelligence, Wisdom, and Charisma scores. This means the ghost can possess a creature with 0 Charisma as they automatically fail the saving throw, and then can puppet its body.
Success: The target is immune to this ghost’s Possession for 24 hours.
Manifestation. Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon. A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered Extraplanar when on either of these planes.
Telekinesis (Recharge 5-6). A ghost can use Telekinesis as an Action.
Special Qualities. A ghost has all the special qualities of the base creature as well as those described below.
Rejuvenation. In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance. The ghost has advantage on saving throws against any effect that turns undead.
Abilities. Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.
Skills. Ghosts are proficient in Stealth and Perception. Otherwise same as the base creature.
Environment. Any, often as base creature.
Organization. Solitary, gang (2-4), or mob (7-12)
Challenge Rating. Same as the base creature +2.
Treasure. None
Alignment. Any
Level Adjustment. Same as the base creature +5.
