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.
- 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.
- At will Chill Touch , Message
- 1/day each Speak with Dead , Gaseous Form
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.