Ghost
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.
Unfinished 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.
Ghostly Manifestations
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.
Undead Nature
A ghost doesn't require air, food, drink, or sleep.
Haunt
Haunts are a specific variety of ghosts that are restless due to the overwhelming compulsion to complete some task that they failed in life. While all ghosts have some degree of unfinished business, haunts have become manic & obsessive about their goals. To further this end, haunts will immediately attempt to possess a host to further their ends. Some ancient or powerful haunts can more easily possess their victims or exert a greater degree of control over the host.
Statblock
Monster Manual (5e)
Ghost CR: 4
STR
7 -2
DEX
13 +1
CON
10 +0
INT
10 +0
WIS
12 +1
CHA
17 +3
Ethereal Sight. The ghost can see 60 feet 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
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
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.
Horrifying Visage. Each non-undead creature within 60 feet 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 × 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 (Recharge 6). One humanoid that the ghost can see within 5 feet 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 feet 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.
Suggested Environments
Underdark, Urban
Dread Domain
Almost all of the Domains of Dread are haunted to some degree by ghosts & similar spirits of the dead. Some of particular note are:
Forlorn. An industrialized wasteland, this domain is haunted by the ghosts of a circle of druids & commoners that once served the darklord.
Mordent. No one stays dead in Mordent & most return as ghosts to haunt the living. Lord Godefroy uses his fellow haunts as his lieutenants & pawns in his schemes to escape his torment.
Stauton Bluffs. Castle Stonecrest is haunted by the ghost of Teresa Bleysmith, who betrayed her family to their doom. Now she is in turn tormented by the spirits of her treachery.
Dark Powers
The Lidless Magnus (I). Ghosts are in a unique position of being able to spy on the living from the ethereal plane. Very few mortals are capable of preventing this intrusion, or even of noticing being spied on at all.
The Twisted Priest (V). Hauntings often have the effect of driving the living to insanity. To make matters worse, a ghost can take possession of a victim, directly influencing their actions.
The Final Breath (XIII). Ghosts are the vestiges of the recently deceased, but are often mere shadows of their former selves.
Comments