Zombie's Ghost Image

Any race other than Aasimar or Warforged can acquire this feat.

You are a result of a strange combination of good and bad luck. You have died, however had enough will to live or unfinished business in the world of the living that you remained in the mortal plain as a ghost, fated to haunt your place of death. Your body wasn't at rest for long, however - it was raised by a necromantic Voodoo shaman as a zombie as a faithful servant. Through a contract with a death deity or god, you were able to change your haunting fetter to the Voodoo doll that is bound to your former body, and take command of it, stealing it from the shaman.
You are a dual entity - your body is a mindless husk supported by necromantic magic, capable of following direct orders to a T and even performing more complex tasks through detailed instruction, but incapable of thinking or feeling. Your spirit is what contains your mind and soul, and is capable of thought and feelings, but unable to interact with the physical plane. Each one has its own strengths and weaknesses.

The Ghost

  • Your creature type is Undead and you are considered Undead in respect to all spells, abilities and effects.
  • You give off a cold glow equal to dim light for a 5 foot radius.
  • Being exposed to direct sunlight for more than 8 hours a day results in 1 level of exhaustion.
  • You cannot physically lift or carry any objects or wear equipment.
  • You no longer need to eat or drink, nor gain the benefits of any objects or substances that require ingestion. You do not require sleep, but still take short or long rests per usual to use Hit Dice, and regain the use of abilities. 
  • You are immune to bludgeoning, piercing and slashing damage from nonmagical weapons
  • You are immune to poison damage and the poisoned condition
  • You are immune to prone, grappled and restrained conditions.
  • You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside and object.
  • You fall at a rate of 60 feet per round, and do not suffer falling damage.
  • Should you fall to 0 hit points, you begin fading. You are considered unconscious, and make death saving throws as normal. Should you fail three death saving throws, your spirit withers away into the ether. Your soul is cast into the vaults of the underworld, and cannot be recovered or resurrected.
  • Your spirit is chained to the Haunting Fetter. If you separate further than 60 feet away from the Fetter, you begin fading. You cannot voluntarily move further than 60 feet away from the Fetter. If the Fetter's physical form is destroyed beyond recognition (i.e. burned), you begin fading.  
  • You can possess creatures to enter their body and influence their actions. As a bonus action, you can attempt to possess one creature with 5 feet of you. The creature must succeed in a Charisma contest or become possessed. A creature can fail this throw voluntarily. While possessing a creature, you occupy the same space as the host and are not visible, and you share all the senses of the host. Each attempt to influence the creature's actions will require a successful charisma contest. Failing the number of rolls equal to your constitution modifier forces you to leave your host, appearing in an unoccupied space within 5 feet.  You automatically leave the host if they move further than 60 feet away from the Haunting Fetter, or after the amount of minutes equal to your constitution modifier times your level has elapsed. You can choose to end your possession voluntarily. A creature that was possessed by you or resisted being possessed by you is immune to your possession for 24 hours. Ending possession results in 1 level of exhaustion, and you are unable to possess another creature for 24 hours.

The Zombie

  • Your creature type is Undead and you are considered Undead in respect to all spells, abilities and effects.
  • You are immune to necrotic and poison damage. You are resistant to psychic and cold damage. You are vulnerable to radiant and fire damage.
  • You can now only stomach meat as food. Humanoid raw meat regains 2d4+1 HP per pound, any other raw meat is 1d4+1 HP per pound. Creatures of the following types can be used as a source of raw meat: Beast, Fey, Dragon, Fiend, Giant, and Humanoid. Cooked meat does not restore HP. The effect of rotten meat is halved. 
  • Healing spells and healing potions have no effect on you. 
  • Being exposed to direct sunlight for more than 8 hours a day results in 1 level of exhaustion.
  • You are no longer capable of sleep, nor do you require it. You are unable to remove exhaustion via sleep. To remove 1 level of exhaustion you must eat half your weight in raw meat.
  • You are animated via a ritual by necromantic magic, which is concentrated into a Voodoo doll magically bound to your body. So long as the doll remains intact, you are virtually immortal. If you reach 0 hit points you immediately stabilize. You do not lose consciousness but cannot take action. After 24 hours, you become capable of movement, and can restore your hit points by eating raw meat. Negative max hit points will still result in instant death. The destruction of the doll results in instant death. The doll counts as a magical item and cannot be destroyed by non-magical items and damage, however casting magic-dispelling and evil-dispelling spells will remove its magical effect, causing the doll to turn to ash, ending the reanimation. 
  • The Voodoo doll you are bound to that contains the magic animating your body gradually loses it over time. To replenish it, an hour-long ritual must be completed on the Voodoo doll, which requires a sacrifice of a Humanoid creature. The ritual kills the sacrifice and its soul is destroyed, sealing the resulting magical energy into the doll. The creature cannot be found in the underworld or resurrected by outside the use of a Wish Spell. This replenishes the magic in the doll for 1d4 years. If the ritual is not performed in time, the magic will be completely exhausted in 1d20 days, and the doll will turn to ash, ending the reanimation.
  • You are a mindless slave to your master, and have no will of your own. You can only follow the commands and instructions of the one in possession of your Voodoo doll. You can follow complex instructions, and carry them out in perfect precision. You have disadvantage on Intelligence, Wisdom and Charisma checks and saving throws unless specifically instructed how to deal with the given situation. 
  • If you lose a limb, you can reattach it by holding it in place for the duration of a short rest. You can also replace lost body parts from dead or undead humanoids. New parts eventually adopt your characteristics and do not affect your ability scores.
  • Most undead with low intelligence (such as zombies or skeletons) are not hostile toward you. They see you as one of their own and have no interest in hurting or killing you, unless you attack them first, or they are under the control or orders of another being.

The Adventurer

  • As an adventurer, you are still able to pick up classes and gain levels. 
  • The zombie and the ghost share aspects such as Ability Scores and Skills. However, without each other, they are incapable of using them to full extent: without the ghost to instruct it, the zombie has disadvantage on Intelligence, Wisdom and Charisma checks and saving throws, and without the zombie to command, the ghost automatically fails strength and dexterity checks to move, lift or interact with a physical object. 
  • The zombie and the ghost have individual Hit Points, with the zombie having the Hit Points appropriate to its class and level, and the ghost having HP equal to 2 + Constitution Modifier (minimum 2) multiplied by your level. If either of them dies, the other cannot continue without them. If the zombie is destroyed, the voodoo doll it is magically bound to loses all its magic, and turns to ash, becoming unable to serve the Haunting Fetter for the ghost, which then casts the ghost to the underworld. If the ghost is destroyed, the zombie is reduced back to level 1, and becomes a minion to whoever comes into possession of its Voodoo doll. 
  • You are capable of using magic spells and items, and can use the Voodoo doll as a focus. However, to cast spells, use or attune to magic items, the zombie and the ghost must be within 5 feet of each other.
Zombie's Ghost Image

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