Ghost

- Size: Medium
- Type: Undead
- Alignment: Neutral
- AC: 11
- Initiative: +1 (11)
- HP: 45 (10d8)
- Speed: 5 ft, Fly 40 ft. (hover)
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 7 | -2 | -2 |
| DEX | 13 | +1 | +1 |
| CON | 10 | +0 | +0 |
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 17 | +3 | +3 |
- Resistances: Acid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, Thunder
- Immunities: Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
- Senses: Darkvision 60 ft.; Passive Perception 11
- Languages: Common plus one other language
- CR: 4 (XP 1,100; PB +2)
Traits
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane.
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
Multiattack. The ghost makes two Withering Touch attacks.
Withering Touch. Melee Attack Roll: +5, reach 5 ft . Hit: 19 (3d10 + 3) Necrotic damage.
Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane.
Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60 -foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours.
Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid 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.
Success: The target is immune to this ghost's Possession for 24 hours.
Lore & Background
Ghosts are the tormented spirits of the dead who refuse to pass on to the afterlife, bound to the material plane by powerful emotions, unfinished business, or traumatic deaths. These incorporeal undead retain their personality and memories from life, making them among the most complex and unpredictable of all undead creatures. Unlike mindless undead, ghosts can reason, plan, and even hold conversations, though their perspective is often warped by their obsession with whatever keeps them tethered to existence.
The creation of a ghost requires intense emotional trauma or an overwhelming desire that persists beyond death. This could be a need for revenge, desperate love, guilt over past actions, or an important task left unfinished. Ghosts are often found haunting locations significant to their former lives - their homes, workplaces, or the sites of their deaths. They exist in a state of perpetual anguish, unable to find peace until their anchoring obsession is resolved.
Combat Tactics
Ghosts are cunning opponents who use their incorporeal nature and supernatural abilities to maximum advantage. They can phase through walls and objects, appearing and disappearing at will to confuse and terrorize their enemies. Their Horrifying Visage can frighten opponents and potentially age them, while their Possession ability allows them to take control of living creatures.
Most ghosts prefer psychological warfare to direct combat, using their Invisibility and knowledge of their haunting grounds to stalk and torment victims over time. When forced into battle, they focus on possession attempts or use their life-draining touch to weaken enemies. Their incorporeal form makes them immune to most physical attacks, forcing opponents to rely on magical weapons or spells.
Encounter Ideas
The Grieving Widow: A ghost haunts the manor where she lived, unable to accept her husband's death in a distant war. She attacks anyone who tries to tell her the truth about his fate, believing they're lying to hurt her.
The Unfinished Symphony: A composer's ghost haunts a concert hall, desperately trying to complete his masterpiece. He possesses musicians and forces them to play his incomplete work, driving them to madness in his obsession to perfect it.
The Guilty Judge: A corrupt judge who sent innocent people to their deaths now haunts his former courthouse, reliving his crimes and attacking anyone who reminds him of his victims or his corruption.
The Lost Child: The ghost of a child who died in a fire haunts the ruins of an orphanage, not understanding that they're dead and trying to 'play' with living visitors in ways that prove deadly.
Lair Features
Ghost lairs are typically locations of great emotional significance, often showing signs of supernatural activity. Temperature drops of 10-20 degrees are common, with cold spots marking areas of intense spiritual activity. Objects move on their own, doors slam shut, and strange sounds echo through the area.
Mirrors may show reflections of the past rather than the present, while paintings and photographs might change to depict the ghost's memories or current emotional state. Writing may appear on walls or in dust, often repeating phrases significant to the ghost's obsession.
Environmental Effects
Ghosts create an atmosphere of dread and unease wherever they manifest. Electronic devices malfunction in their presence, flames flicker without wind, and animals become agitated or flee the area. The temperature drops noticeably, and people often report feeling watched or experiencing unexplained sadness or fear.
Plants may wither in areas of frequent ghostly activity, while water might become cloudy or develop an unusual taste. Sounds from the past may echo faintly - footsteps, voices, or music from the ghost's lifetime.
Treasure
Ghosts don't typically hoard treasure, but their lairs often contain valuable items from their former lives. Personal belongings, family heirlooms, and important documents may be hidden or protected by the ghost. Jewelry, artwork, and books might be found in excellent condition, preserved by the ghost's obsessive care.
Items of particular emotional significance to the ghost may have developed minor magical properties over time, such as a locket that provides protection from fear or a diary that reveals hidden truths when read.
Plot Hooks
The Inheritance Dispute: A ghost refuses to reveal the location of a hidden will that would resolve a bitter family inheritance dispute, demanding that the family first make amends for past wrongs before it will find peace.
The Witness: A ghost is the only witness to a murder that occurred decades ago, but its fragmented memories and emotional trauma make it difficult to extract coherent testimony about what really happened.
The Guardian Spirit: A ghost protects a location or object of great importance, attacking anyone who approaches. The party must determine whether the ghost is protecting something valuable or preventing the release of something dangerous.
The Unquiet Dead: Multiple ghosts have begun appearing throughout a region, all connected by a single traumatic event in the past. The party must uncover the historical truth and help the spirits find peace before their combined anguish tears apart the veil between life and death.