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Ghost ~ CR 7

This spectral, horrifying figure glides silently through the air, passing through solid objects as if they didn’t exist.

Environment: Any

Organization: 1


Proficiency Score: +8

Medium; Neutral/Neutral †; humanoid, undead


Armor Class: 18 (+8 Proficiency Score)

Hit Points: 72 (9d8)

Speed: Fly 30 feet

Initiative: +0 (advantage)


STRDEXCONINTWISCHA
10 (+0)10 (+0)11 (+0)20 (+5)

Saves: 

  • Fortitude +0, see Immunities
  • Reflex +0 (advantage)
  • Will +8

Skills †: 

  • Acrobatics +8
  • History +8
  • Insight +8
  • Perception +8 (advantage)
  • Society +8
  • Stealth +8 (advantage)

Immunities:

  • Effects with the death or psychic tags, all effects that lack the magical or supernatural tags
  • Ability damage, ability drain, disease, poison, and sleep
  • Enervated, Fatigued, Paralyzed, Persistent Damage, and Stunned conditions
  • Any effects that require a Fortitude save (unless it is applicable to objects)
  • Combat Maneuvers
  • Falling damage
  • Instant Death

Resistances:

  • 5 against effects with the magical or supernatural tags with the exception of those which also have the force tag
  • 50% chance of non-damaging effects with the magical or supernatural tags failing

Senses: Passive Perception 23, dark vision 60 feet

Languages †: Common


Incorporeal. A Ghost ignores environmental penalties that applied to creatures required to breath or creatures with a physical body. It can pass through objects and physical terrain, while objects or terrain with the magical or supernatural tags are treated as difficult terrain. While within an object, a Ghost can see beyond the object normally and gains the Covered condition. The Ghost has a 50% chance of being detected with blindsight, and is undetectable to blindsense, scent, and temorsense.

Individuals. Ghosts vary widely on their alignment, languages, and skills. Those listed are the most commonly associated with Ghosts but by no means the rule.

Rejuvenation. It is difficult to destroy a Ghost through simple combat as the “destroyed” spirit restores itself in 2d4 days with half hit points. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost 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 and should be created specifically for each Ghost by the GM.

Undead Life. A Ghost reduces any damage inflicted because of its undead tag by 3.

Actions

Moan (30-foot aura). As a Double Action, a Ghost can emit a moan. All living creatures within a 30-foot aura must succeed on a DC 20 Will save or become Frightened 3. A creature that successfully saves against a Ghost’s Moan is Bolstered against that Ghost’s Moan. This has the auditory, emotion, enchantment, fear, psychic, and supernatural tags.

Touch. Melee Strike +10/+5/+0 (unarmed) with 7d6 negative damage.