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.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Silence Aura. Every creature within 10 ft. range is silenced
Multiattack. The ghost can cast or perform 2 spells or attacks during it's turn.
Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) 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 16 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.
Dissonant Whisper. The ghost whispers a discordant melody that only one creature of its choice within range can hear, wracking it with terrible pain. The target must make a DC 16 Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the ghost. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
Chill Touch. The ghost uses a ghostly hand in the space of a creature within range. It makes a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 2d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against the ghost until the end of the ghosts next turn.
Misty Step. Briefly surrounded by silvery mist, the ghost teleports up to 30 feet to an unoccupied space that it can see. This is a bonus action.
Description
This ghost is the soul of a Drow woman, bound to haunt the owner of this house.
She is there to torture Ghaunder the Drider.
The ghost was once a girl send by Loth to test Ghaunder's will and obedience towards Loth.
Previous Versions
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10/23/2023 3:58:18 PM
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10/25/2023 6:37:16 PM
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10/25/2023 9:07:17 PM
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