Disarming Charm. While the ghost isn’t wearing armor, its AC includes its Charisma modifier.
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.
Spellcasting. The ghost is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following bard spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest. The ghost can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The ghost can confer this benefit on itself as well.
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Cacophony (Recharge 4–6). Each creature in a 15-foot cube originating from the ghost must make a DC 13 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed up to 10 feet away from the ghost. On a successful save, a creature takes half as much damage and isn’t pushed.
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.
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, its immunity to being charmed and frightened, its Disarming Charm, its Spellcasting, its Song of Rest, and its Taunt bonus action. 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.
Taunt (2/Day). The ghost targets one creature within 30 feet of it. If the target can hear the ghost, the target must succeed on a DC 13 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the ghost’s next turn.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
8/19/2023 8:59:43 PM
|
3
|
0
|
1
|
Coming Soon
|
Comments