Battleground Geist
On Innistrad, the restless dread have any number of reasons for coming back. Some are dissatisfied with the way they died, while others have unfinished business. Most commonly though, especially in lands such as Stensia, geists are formed when the corpses of the dead are disturbed against their wishes. Raised as zombies by necromancers or pulled apart to be used as pieces of skaabs, a ghost formed when a body is desecrated can be very dangerous. The spirits of Innistrad draw power from their own emotions, growing stronger the more powerful the anger they feel at their death.
Battlefield of the Fallen When a soldier falls in battle, they are very likely to rise again as a ghost, having died well before their time for something they never believed in. When the commander of these soldiers dies in the battle, they are almost guaranteed to rise again, full of anger and rage at the loss they have suffered. When the leader of an army dies in battle, they can often turn into a battleground geist. These spirits are so fueled with rage that they are able to raise the corpses of the men who died beneath their command, marching them again as both zombies and geists. The charisma they used to lead soldiers in life they now use to lead the undead, bringing small armies of ghouls to bear against the living, unwilling to let their fight end. Most often a battleground geist will seek out the enemies it fought in life, but failing that, they may choose to unleash their anger on the innocent that dwell near their resting place.
Battleground Geist
On Innistrad, the restless dread have any number of reasons for coming back. Some are dissatisfied with the way they died, while others have unfinished business. Most commonly though, especially in lands such as Stensia, geists are formed when the corpses of the dead are disturbed against their wishes. Raised as zombies by necromancers or pulled apart to be used as pieces of skaabs, a ghost formed when a body is desecrated can be very dangerous. The spirits of Innistrad draw power from their own emotions, growing stronger the more powerful the anger they feel at their death.
Armor Class | 11 | ||
---|---|---|---|
Hit Points | 18d8 | ||
Speed | 0 ft. | Fly 40 ft. (hover) | |
Strength | 7 (-2) | ||
Dexterity | 13 (+1) | ||
Constitution | 10 (+0) | ||
Intelligence | 13 (+1) | ||
Wisdom | 12 (+1) | ||
Charisma | 19 (+4) | ||
Damage Resistances | Acid | Fire | Lightning |
Thunder | Bludgeoning | Piercing | Slashing from nonmagical attacks |
Damage Immunities | Cold | Necrotic | Poison |
Condition Immunities | Charmed | Exhaustion | Frightened |
Grappled | Paralyzed | Petrified | Poisoned |
Prone | Restrained | ||
Senses | Darkvision 60 ft. | Passive Perception 11 | |
Languages | Any languages it knew in life | ||
Challenge | 7 (8261 XP) | ||
Special 1 | Ectoplasmic Aura | The ghost is surrounded by a 30-foot radius aura of ectoplasmic energy, | from which other undead can draw power. |
Undead creatures within this aura deal an additional 1d6 psychic damage on all attacks. | If the undead is another ethereal creature like the ghost, | it instead deals an additional 2d6 psychic damage | |
Special 2 | Ethereal Sight | The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, | and vice versa |
Special 3 | Incorporeal Movement | The ghost can move through other creatures | and objects as if they were difficult terrain. |
It takes 1d10 force damage if it ends its turn inside an object | |||
Special 4 | Innate Spellcasting | The ghost's innate spellcasting ability is Charisma | (spell save DC 15, d20+7 to hit with spell attacks.) |
It can innately cast the following spells, | without requiring material or verbal components: | ||
Spells 1 | 3/day | Chill touch | Inflict wounds |
Ray of sickness | |||
Spells 2 | 2/day | Ray of enfeeblement | Hypnotic pattern |
Spells 3 | 1/day | Danse macabre | |
Action 1 | Spectral Touch | Melee Weapon Attack | d20+7 to hit |
Reach 5 ft., one target | Hit 6d6+4 psychic damage | ||
Action 2 | Control Undead | The ghost attempts to take control of any number of undead creatures | in its Ectoplasmic Aura. |
Each undead of the ghost's choice within 30 ft. must make | a DC 15 Wisdom saving throw or come under the control of the ghost | ||
Action 3 | 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 Border Ethereal, |
and vice versa, yet it can't affect or be | affected by anything on the other plane | ||
Action 4 | Possession (Recharge 6) | One humanoid that the ghost can see within 5 ft. of it must succeed on | a DC 15 Charisma saving throw or be possessed by the ghost; |
the ghost then disappear, 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 effects, 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 |
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