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Ghost

Medium · Undead · CR 4 · Chaotic Evil

Source. Black Flag SRD
Armor Class
12
Hit Points and Hit Dice
68
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
6
-2
DEX
14
+2
CON
10
+0
INT
10
+0
WIS
16
+3
CHA
18
+4

Overview

Category Monsters
Size Medium
Type Undead
Alignment Chaotic Evil
XP 1100
Initiative Bonus +2

Movement

Fly 40 ft (12.2 m)
Hover Yes

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 13

Saving Throws

Strength -2 Dexterity +2 Constitution +0 Intelligence +0 Wisdom +3 Charisma +4

Languages

any languages it knew in life

Resistances & Immunities

Damage Immunities
cold,necrotic,charmed,frightened,grappled,paralyzed,petrified,prone,restrained,Undead Resilience
Damage Resistances
acid,fire,lightning,thunder; bludgeoning,piercing,and slashing from nonmagical attacks

Traits

Ethereal Sight

The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

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.

Undead Nature

The ghost doesn't require air, food, drink, or sleep.

Undead Resilience

The ghost is immune to poison damage, to exhaustion, and to the poisoned condition.

Unfinished Business

Unless its unfinished business is fulfilled, a destroyed ghost returns in 1d4 days, regaining all its HP and becoming active again within 10 feet of where it died. If presented with an object or piece of information related to its unfinished business, the ghost must succeed on a DC 13 WIS save or be incapacitated until the end of its next turn. After it has been incapacitated by a particular source, the ghost can't be incapacitated by that same source again for 24 hours. If presented with everything it needs to complete its unfinished business, the ghost permanently dies after completing it.

Actions

Horrify

Recharge 5–6

The ghost speaks a haunting phrase, reveals the wounds from its death, or performs some other expression to scare creatures in a 30-foot cone. Each creature in that area must make a DC 14 WIS save. On a failure, a creature takes 21 (6d6) psychic damage and is frightened until the end of its next turn. On a success, a creature takes half the damage and isn't frightened. A creature that fails the save by 5 or more increases its age in years by 10 percent, rounded up. This aging can be reversed with a greater restoration spell or similar magic, but only within 24 hours of the aging occurring.

Multiattack

The ghost makes two Withering Touch or Telekinetic Throw attacks.

Telekinetic Throw

+4 to hit, range 20/60 ft (6.1/18.3 m). Hit: 6d4+2 slashing damage.

Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 17 (6d4+2) bludgeoning, piercing, or slashing damage, depending on the type of object thrown. The ghost can throw only Small or smaller objects within range that aren't being worn or carried.

Withering Touch

+6 to hit, reach 5 ft (1.5 m). Hit: 4d6+4 necrotic damage.

Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6+4) necrotic damage.

Bonus Actions

Etherealness

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Ethereal Plane, and vice versa, yet it can't affect or be affected by anything on the other plane.

About Ghost

Ghost is a medium undead with a Challenge Rating of 4. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 12 and possesses 68 hit points (derived from None).

Ghost has communication capabilities including any languages it knew in life. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Ghost

2 tips available

When using Ghost in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.

Player Guide: Facing Ghost

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 4.

Solo Encounter:

A single character of level 6 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 2,000 XP
  • Hard: 3,000 XP
  • Deadly: 4,000 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Ghost?
Ghost has a Challenge Rating of 4, making it appropriate for parties of level 4.0.
What type of creature is Ghost?
Ghost is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Ghost speak?
Ghost can communicate in any languages it knew in life.

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