Semi-Tangible. The Arc-Ghost can move through another creature's space and vice-versa, the creature takes 1d6 lightning damage when passing through the same space as the Arc-Ghost.
Wirewalk. The Arc-Ghost can move instantaneously from one point in a circuit to another by expending half of its movement within 5 feet of such a connection.
Electrosensative. The Arc-Ghost automatically knows the location of any creature within 60 feet of it that is carrying at least 30 lbs of unconcealed metal.
Multiattack. The Arc-Ghost makes two claw attacks.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) lightning damage.
Supercharge (Recharge 6). A large bolt of lightning drops from the sky onto the Arc-Ghost, each creature within 5 feet of the Arc-Ghost must make a DC 15 Constitution save, taking 15 (3d10) lightning damage on a failed save and half as much on a successful save. On a failed save the creature also drops any held items.
Lightning Reaction. When hit by an attack, the Arc-Ghost can use a reaction to halve the damage dealt to it.
Description
Thinly outlined specters roam the night seeking to come into contact with any signs of life, extinguishing them in the process, unfortunately. These so-called "Arc-Ghosts" are much like Will-O-Whisps in their aimless wandering and seeking of life to destroy. However, Arc-Ghosts seem to share a common connection to the Shadowfell much like Sorrowsworn and most other creatures that inhabit the wastes. Best to avoid them as per usual, no loot, no gain, you'll only leave the fight with a few new burn scars and a rapidly squashed ego. (note. Large groups of Arc-Ghosts gathering into an area is the preface for an Arc-Storm, avoid at all costs.)
Comments