Ghost Species in Other Realms | World Anvil

Ghost

A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.   Unfinished Business A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead. The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.   Ghostly Manifestations Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.   Undead Nature A ghost doesn't require air, food, drink, or sleep.  

Ghost

A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.


Armor Class11
Hit Points 10d8
Speed0 ft.Fly 40ft.
Strength7 (-2)
Dexterity13 (+1)
Constitution10 (+0)
Intelligence10 (+0)
Wisdom12 (+1)
Charisma17 (+3)
Damage ResistancesAcidFireLightning
ThunderBludgeoningPiercingSlashing from nonmagical weapons
Damage ImmunitiesColdNecroticPoison
Condition ImmunitiesCharmedExhaustionFrightened
GrappledParalyzedPetrifiedPoisoned
ProneRestrained
SensesDarkvision 60ft.Passive Perception 11
LanguagesAny languages it knew in life
Challenge4 (1,100 XP)
Special 1Ethereal SightThe ghost can see 60 feet into the Ethereal Realmwhen it is on the Material Realm,
and vice versa
Special 2Incorporeal MovementThe ghost can move through other creaturesand objects as if they were difficult terrain.
It takes 1d10 force damage ifit ends its turn inside an object
Action 1Withering TouchMelee Weapon Attack d20+5 to hit
Reach 5 ft., one targetHit 4d6+3 necrotic damage
Action 2EtherealnessThe ghost enters the Ethereal Realmfrom the Material Realm or vice versa.
It is visible on the Material Realm whileit is in the Border Ethereal, and vice versa,yet it can't affect or be affectedby anything on the other realm
Action 3Horrifying VisageEach non-undead creature within 60 feet ofthe ghost that can see it must succeed on
a DC 13 Wisdom saving throwor be frightened for 1 minute.If the save fails by 5 or more,the target also ages 1d4 x 10 years.
A frightened target can repeat the saving throwat the end of each of its turns,ending the frightened conditionon itself on a success.
If a target's saving throw is successful orthe effect ends for it, the targetis immune to this ghost's Horrifying Visagefor the next 24 hours.
The aging effect can be reversed witha greater restoration spell,but only within 24 hours of it occurring
Action 4Possession (Recharge 6)One humanoid that the ghost can seewithin 5 feet of it must succeed on
a DC 13 Charisma saving throwor 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 deprivethe target of awareness.The ghost can't be targeted by any attack,
spell, or other effects, except ones that turn undead,and it retains its alignment, Intelligence,Wisdom, Charisma, and immunityto being charmed and frightened.
It otherwise uses the possessed target's statisticsbut 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 byan effect like the dispel evil and good spell.When the possession ends, the ghost reappears
in an unoccupied space within 5 feet of the body.The target is immune to this ghost's Possessionfor 24 hours after succeeding onthe saving throw or after the possession ends

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