Page 148 - Monster Manual [11th Print]
P. 148

GH S T
                   O
             A ghost is the soul of a once-living creature, bound to
             haunt a specific location, creature, or object that held
             significance to it in its life.
               U n finished Business. A ghost yearns to complete
             some unresolved task from its life. It might seek to
             avenge its own death, fulfill an oath, or relay a message
             to a loved one. A ghost might not realize that it has died
             and continue the everyday routine of its life. Others
             are driven by wickedness or spite, as with a ghost that
             refuses to rest until every member of a certain family or
             organization is dead.
               The surest way to rid an area of a ghost is to resolve
             its unfinished business. A ghost can be destroyed more
             easily by invoking a weakness tied to its former life.
             The ghost of a person tortured to death might be killed
             again by the implements of that torture. The ghost of a
             gardener might become more vulnerable when exposed
             to a potent floral fragrance.
               Ghost l y  M a nifestations. Sensations of profound
             sadness, loneliness, and unfulfilled yearning emanate
             from places where ghostly hauntings occur. Strange
             sounds or unnatural silences create an unsettling
             atmosphere. Cold spots settle in rooms that have
             roaring fires. A choking stench might seep into the area,
             inanimate objects might move of their own accord, and
             corpses might rise from the grave. The ghost has no
             control over these manifestations; they simply occur.
               U n dead N a ture. A ghost doesn't require air, food,
             drink, or sleep.

             GHOST                                             while it is in the Border Ethereal, and vice versa, yet it can't
             Medium undead, any alignment                      affect or be affected  by anything on the other plane.
                                                               Horrifying Visage.  Each  non-un d ead creature withi n   60 feet
             Armor Class  1                                    of the  ghost that  can  see  it must succeed  on  a  DC 1 3   Wisdom
                      1
             Hit Points 45 (10d8)                              saving throw or be frightened for 1  minute.  If the save fails by
             Speed 0 ft., fly 40 ft.  (hover)                  5  or  more, the target also  ages  l d 4 x  10 years. A frightened
                                                               target can repeat the saving throw at the end of each of its
               STR     DEX·   CON     INT    WIS    CHA        turns, ending the frightened condition  n   itself on a  success.
                                                                                           o
              7  (-2)   1 3   (+l)   10 (+0)   10 (+0)   12 (+l)   17  (+3)   If a target's saving throw is successful  or the effect ends for it,
                                                               the target is immune to this ghost's  H  o rrifying Visage for the
             Damage Resistances acid, fire, lightning, thunder; bludgeoning,
                                                               next 24 hours. The aging effect can be reversed with a greater
              piercing,  and  slashing from nonmagical attacks
                                                               restoration spell, but only with in 24 hours of it occurring.
             Damage Immunities cold,  e crotic, poison
                                n
             Condition Immunities charmed, exhaustion, frightened,   Possession (Recharge 6). One humanoid that the ghost can see
              grappled, paralyzed, petrified, poisoned, prone, restrained   with in 5 feet of it must succeed on a  DC  13  Charisma savi ng
             Senses darkvision 60 ft., passive Perception  11   throw or be possessed by the ghost; the ghost then  i sappears,
                                                                                                    d
                                     i
             Languages any languages  it knew  n   l ife       and the target  is incapacitated and loses control of its body.
             Challenge 4 (l ,lOO XP)                           The ghost now controls the body but doesn't deprive the target
                                                               of awareness. The  ghost can't be targeted  by any attack, spel l,
                                          i
             Ethereal Sight. The ghost can see 60 feet  n to the  Ethereal   or other effect, except ones that turn u n dead, and it retains its
             Plane when  it is on the M  a terial  Plane,  and vice versa.   alignment,  Intelligence, Wisdom, Charisma, and  immunity to
                                                               being charmed  and  frightened.  It otherwise uses the possessed
             Incorporeal Movement. The ghost can move through other   target's statistics, but doesn't gain  access to the target's
             creatures and objects as if they were difficult terrain. It takes 5   knowledge, class features, or proficiencies.
             (ldlO)  force  damage if it ends its  turn inside  n   object.   The possession lasts until the body  r ops to 0  hit points,
                                             a
                                                                                          d
                                                               the ghost ends it as a  bonus action, or the ghost is turned  or
              C
             A T I O  N S                                      forced out by  n   effect like the dispel evil and good spell. When
                                                                         a
             Withering T o uch. Melee Weapon Attack: +5 to hit,  reach  5 ft.,   the possession ends, the ghost reappears i n   an unoccupied
                        1
             one target. Hit:  7   (4d6 + 3)  necrotic damage.   space within  5 feet of the body. The target is immune to this
                                                               ghost's  Possession for 24 hours after succeeding on the saving
             Etherealness. The  ghost enters the Ethereal  Plane from  the
                                                               throw or after the possession ends.
             M  a terial  Plane, or vice versa.  It is visible on the  M  a terial  Plane                     �
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