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Ghost Dwarf

Medium · Undead · CR 6 · Neutral Evil

Source. Creature Codex
Armor Class
14 (natural armor)
Hit Points and Hit Dice
81 (18d8)
Challenge Rating CR
6

Ability Scores

Core attributes and their modifiers.

STR
4
-3
DEX
14
+2
CON
10
+0
INT
10
+0
WIS
14
+2
CHA
15
+2

Overview

Category Monsters
Size Medium
Type Undead
Alignment Neutral Evil
XP 2300
Initiative Bonus +2

Movement

Walk 30 ft (9.1 m)
Fly 40 ft (12.2 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)
Hover Yes

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Wisdom +5

Languages

any languages it knew in life

Resistances & Immunities

Damage Immunities
necrotic, poison
Damage Resistances
acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Traits

Aura of Defiance

The ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead.

Ethereal Sight

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

Incorporeal Movement

The ghost dwarf 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.

Sunlight Sensitivity

While in sunlight, the ghost dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Etherealness

The ghost dwarf enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Ghoul, Darakhul Though all darakhul acknowledge dark gods, the priestess holds a closer link than most-always first to the feast, dividing out the choice morsels, intoning the words of hideous praise for the feast.

Ghostly Axe

+5 to hit, reach 5 ft (1.5 m). Hit: 1d6+2 plus 2d8 necrotic damage.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) plus 9 (2d8) necrotic damage. A new ghostly axe appears in the ghost dwarf's hand after it is thrown.

Hand of the Grave

+5 to hit, reach 5 ft (1.5 m). Hit: 4d8 necrotic damage.

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.

Multiattack

The ghost dwarf makes three attacks, only one of which can be a hand of the grave attack.

Prayers Unanswered

Recharge 5–6

The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

About Ghost Dwarf

Ghost Dwarf is a medium undead with a Challenge Rating of 6. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 14 and possesses 81 hit points (derived from 18d8).

Ghost Dwarf 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 Dwarf

2 tips available

When using Ghost Dwarf 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 Dwarf

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 6.

Solo Encounter:

A single character of level 9 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 4,200 XP
  • Hard: 6,300 XP
  • Deadly: 8,400 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 Dwarf?
Ghost Dwarf has a Challenge Rating of 6, making it appropriate for parties of level 6.0.
What type of creature is Ghost Dwarf?
Ghost Dwarf is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Ghost Dwarf speak?
Ghost Dwarf can communicate in any languages it knew in life.

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