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
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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
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A T I O N S forced out by n effect like the dispel evil and good spell. When
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Withering T o uch. Melee Weapon Attack: +5 to hit, reach 5 ft., the possession ends, the ghost reappears i n an unoccupied
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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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