Creature Reference Back to Creatures

Ghost

Medium · Undead · CR 4 · Any Alignment

Source. 5e 2014 Rules
Armor Class
11
Hit Points and Hit Dice
45 (10d8)
Challenge Rating CR
4

Ability Scores

Core attributes and their modifiers.

STR
7
-2
DEX
13
+1
CON
10
+0
INT
10
+0
WIS
12
+1
CHA
17
+3

Overview

Category Monsters
Size Medium
Type Undead
Alignment Any Alignment
XP 1100
Initiative Bonus +1

Movement

Fly 40 ft (12.2 m)
Hover Yes

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 11

Languages

any languages it knew in life

Resistances & Immunities

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

Environments

Arctic or Tundra Desert Forest or Jungle Grassland or Plains Hills Mountain Ocean Ruins Shadowfell Ethereal Plane Swamp or Marsh Temple Tomb Underworld Urban

Traits

Ethereal Sight

The ghost can see 60 ft. 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.

Actions

Etherealness

Cost 1

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 Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Horrifying Visage

Cost 1

Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.

Possession

Cost 1

One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Withering Touch

Cost 1

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

Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

About Ghost

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

In combat, this creature maintains an Armor Class of 11 and possesses 45 hit points (derived from 10d8).

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.

Related D&D 5e Content

Related Creatures