Dreadful Presence. Creatures within 5 feet of the ghost have disadvantage on attack rolls against it. Undead, constructs, and creatures that can't be frightened are unaffected.
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.
Tactical Mastery. The ghost and its allies within 60 feet of it that it can see don't provoke opportunity attacks from movement and have advantage on Dexterity checks made for initiative. If the DM allows optional flanking rules, they also do not grant advantage for being flanked. A creature must be able to see and hear the ghost to gain this benefit.
Multiattack. The ghost makes two weapon attacks.
Withering Touch. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 19 (4d6 + 5) necrotic damage.
Ghostly Pike. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) force damage plus 9 (2d8) necrotic damage.
Ghostly Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) force damage plus 9 (2d8) 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 17 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.
Battle Wail (1/Day). The ghost releases a wailing battle-cry that can be heard from up to 300 feet away. Each non-undead creature within 120 feet of the ghost that can hear it must succeed on a DC 17 Charisma saving throw or else take 33 (6d10) psychic damage and suffer disadvantage on attack rolls and ability checks until the end of its next turn. Undead of the ghost's choice within 120 feet of it that can hear it also gain advantage on all attack rolls, ability checks, and saving throws until the end of the ghost's next turn.
Command Ally. The ghost targets one ally it can see within 60 feet of it. If the target can see and hear the ghost, the target can use its reaction to make a weapon attack or take the Dodge action. If the target is undead, it gains advantage on the attack roll; if it takes the Dodge action rather than attacking, it can also move its speed as part of the reaction.
Description
Some ghosts were so charismatic and determined in life that they are able to carry their inspiring presence and battlefield acumen with them even as undead. Ghosts of this nature are able to rally and command other undead, inspiring them to battle with the same force of will that can terrify and even kill their enemies. Ghost captains can be found haunting abandoned battlefields or lurking on shipwrecked pirate vessels, leading groups of ghosts.
Undead Nature. These undead warriors don't require air, food, drink, or sleep.
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