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.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
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.
Telekinesis. The poltergeist chooses up to 10 nonliving objects that weight no more than 50 pounds within 60 ft. of it. These objects are lifted off the ground up to 10 ft. up and are under the poltergeist's control until the poltergeist is killed or drops one of these objects at will. If one of these objects is held or worn by another creature, the creature must succeed on a DC 12 Strength or Dexterity saving throw to keep the object.
Hurl object. The poltergeist hurls one or more of the objects under its control at a creature within 30 ft of the object. The target creature must succeed on a DC 15 Dexterity saving throw or receive 2 (1d4) damage if the object weighs less than 10 pounds, 3 (1d6) if the object weighs from 10 to 20 pounds, and 4 (1d8) if the object weighs more than 20 pounds. This damage can be bludgeoning, slashing or piercing damage, depending on the type of object.
Description
A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.
The AC decreases by 1 each turn. Minimum AC: 10.
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