Ghost Monster DnD 5E

Traits

Ethereal Sight: Here the ghost monster could see 60ft., into an Ethereal Plane whenever it is on a material plane and it is vice versa.

Incorporeal Movement: Here the ghost could move via an other creature and also from other objects like if they’re Difficult Terrain. It basically takes 5 (1d10) force damage if it will end its turn inside of an object.

Actions

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

Etherealness: Here the ghost enters an Ethereal Plane from a Material Plane, or else vice versa.  It is also visible on a Material plane while it is in a Border Ethereal, and of course it is vice versa too, but yet it can not be affect or even affected by anything on the other plane.

Horrifying Visage: Each time the non-undead creature within 60ft., of a ghost which could see it should be succeeded on a DC 13 Wisdom saving throw or be Frightened for 1 minute. However if the save fails by 5 or more, then the target shall also be ages 1d4 x 10 years. Of course the frightened target could be repeat a saving throw at an end of each of its turns, eventhough by ending the Frightened condition upon itself on a specific success. Anyway if the target’s saving throw is a successful or even the effect ends for it, the target is an immune to this ghost’s Horrifying Visage for the next 24 hours. Here the aging effect could be reversed with a Greater Restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6): Here one humanoid which a ghost capable to see within 5ft., of it must be succeed on the DC 13 Charisma saving throw or else be possessed by a ghost; however the ghost then disappears, so the target has been Incapacitated and also loses the control of its body. Now the ghost can control the body but it does not deprive a target of awareness. Here also the ghost even can not be targeted by any of its attacks, spell, or else any other effect, but except ones that turn has been undead and then it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened.

So, it otherwise uses a possessed target’s Statistics, but it does not gain any access to a target’s knowledge, Class Features, or Proficiencies. Anyhow the possession can last until unless a body shall drop to 0 hit points, also the ghost ends it as a bonus action, or even the ghost is turned or else forced out by an effect like a dispel evil and also the good spell. Whenever a possession ends, the the ghost reappears in an unoccupied space within 5ft., of a body. The target has been immune to this specific ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Attributes Of Ghost Monster DnD 5E

AC11
AlignmentAny Alignment
CHA17
CON10
Challenge Rating4
Condition ImmunitiesCharmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
DEX13
HP45 (10d8)
INT10
ImmunitiesCold, Necrotic, Poison
LanguagesAny Languages It Knew In Life
Passive Perception11
ResistancesAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Roll 01d20 + 5 4d6+3
STR7
SensesDarkvision 60 Ft.
SizeMedium
Speed0 ft., fly 40 ft. It can hover.
Typeundead
WIS12

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