Ability Scores
Core attributes and their modifiers.
Overview
Movement
Senses
Saving Throws
Languages
any languages it knew in life
Resistances & Immunities
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
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
GM Tips: Using Ghost
When using Ghost in your D&D 5e campaign, consider these tactical approaches:
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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.
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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
Player Guide: Facing Ghost
When your party encounters this creature, keep these strategies in mind:
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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.
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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
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
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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