The corrupted ghost has the following special traits.
Lingering Spite. When the ghost is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.
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.
Legendary Resistance (1/Day). If the ghost fails a saving throw, it can choose to succeed instead.
Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.
The corrupted ghost can take 3 legendary actions per round.
Ghostly Whispers. A target that the ghost can see must succeed on a DC 16 Wisdom saving throw or suffer the effects of the Dissonant Whispers spell.
Summon Skeletons. The ghost summons 1d4 skeletons that appear within 20' of the ghost.
Torturous Fear (Costs 2 Actions) (requires concentration). A target that the ghost can see must succeed on a DC 16 Wisdom saving throw or become frightened and take one level of exhaustion. A creature can make a DC 16 Wisdom saving throw at the end of its turn to end this effect or take an additional level of exhaustion for every failed save. If a creature is killed by this effect it immediately rises as a ghost to fight alongside the Corrupted Ghost.
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