Bestiary · Undead

PR 4

Ghost

A ghost knows it is dead and knows what happened to it. An unresolved matter holds it to a barrow, a lost hull or an old house, and most ghosts want a specific thing done about it.

Ghost, drawn at Medium scale
Physiology
Undead
Size
Medium
Speed
0 ft., fly 40 ft. (hover)
Armor class
14
Hit points
78 (12d8 + 24)
Proficiency
+2
  • STR 7 -2 save -2
  • DEX 17 +3 save +3
  • CON 15 +2 save +2
  • INT 12 +1 save +1
  • WIS 14 +2 save +4
  • CHA 17 +3 save +5
Skills
Insight +4 , Perception +4
Passive Perception
14
Senses
darkvision 60 ft.
Languages
Common
Damage resistances
acid, cold, lightning, bludgeoning, piercing, slashing
Damage immunities
poison, necrotic
Condition immunities
charmed , exhausted , grappled , paralyzed , petrified , poisoned , prone , restrained , frightened
Found in
Settlement , Derelict Hull

Spells

Channels with CHA. Save DC 13, spell attack +5 .

A ghost has no training and casts the same few spells every time.

Traits

  • Incorporeal

    The ghost moves through creatures and objects as if they were difficult terrain and takes 1d10 force damage if it ends its turn inside an object.

  • Unfinished

    The ghost cannot be destroyed permanently until whatever holds it here is resolved. Otherwise it reforms in a day.

Actions

  • Withering Touch

    +5 to hit · reach 5 ft.

    1d10 + 3 necrotic damage

    The ghost makes two Withering Touch attacks.

  • Horrifying Visage

    DC 13 Wisdom save

    Each creature within 60 feet that can see the ghost is Frightened for one minute on a failed save, and ages 1d4 years if it fails by 5 or more.

  • Hear the Name Reaction

    When a creature within 30 feet says the ghost's name, names what happened to it, or offers to do the thing it wants done, the ghost takes no action against that creature until the end of its next turn, and that creature learns one true fact about what holds the ghost here.