| Mod | Save | ||
|---|---|---|---|
| STR | 7 | −2 | −2 |
| DEX | 13 | +1 | +1 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 17 | +3 | +3 |
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane.
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.
Multiattack. The ghost makes two Withering Touch attacks.
Withering Touch. Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage.
Etherealness. The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can’t affect or be affected by anything on the other plane.
Horrific Visage. Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn’t an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost’s next turn. Success: The target is immune to this ghost’s Horrific Visage for 24 hours.
Possession (Recharge 6). Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost’s game statistics are the same, except it uses the possessed target’s Speed, as well as the target’s Strength, Dexterity, and Constitution modifiers.
The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost’s Possession for 24 hours.
Success: The target is immune to this ghost’s Possession for 24 hours.
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Posted Jun 26, 2026I plan to incorporate ghostly crews trapped in glass bottles as part of a maritime museum. Clues around the museum will give history of each of the crews. Stealing the wrong exhibit & opening the wrong bottle will unleash a hostile force. Choosing the right bottle will release a more neutral crew willing to serve the heroes & work with them as they sail the local seas in their vessel.
Allows access to offshore locations within a certain radius. During ship combat follows the standard rules that crew engages in their private scrimmages while the main heroes deal with the captain &/or officers. The crew will only be able to be used while in the water & will not return to the bottle after release.
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Posted Aug 6, 2026I really wish they'd clarify what the ghost can do while possessing someone.
It seems like the intention is that the ghost would just make a single unproficient attack with whatever weapons the possessed PC has, but it's very unclear.
If it's capable of making two withering attacks, it seems plausible that it could make two weapon attacks while possessing a PC. But again, unclear.
What proficiency bonus to use while possessing? The ghosts? The PCs? None?
Seems like it's just up to the DM to figure out what makes sense rather than providing some guideline.
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Posted Aug 30, 2026I agree. If Turned, the ghost must flee. If the possessed victim is restrained (or just backed against a wall), the Ghost can only flee by leaving the victim, so it must.
Destroy or Sear undead would affect it directly and not harm the victim. :-)
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Posted Sep 5, 2026It would be a fun DM play if, once back in a corporeal body, they tried to just get back to whatever they were doing before, which was probably not murdering the living. They get back to playing solitaire, or cooking, or climb back up the crow's nest for their night watch, etc.
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Posted Oct 6, 2026I get what you're saying because it doesn't seem quite right. The stat block says the possessing ghost uses the hosts Movement, Strength, Dexterity, and Constitution but otherwise uses the ghosts statistics. To me that seems lacking. I would add that it uses the hosts AC and then modify it's Melee Attack Bonus by the hosts Strength modifier as compared against the ghosts Charisma modifier For example: if a ghost were to possess my party's Orc Paladin then it would gain a +2 to hit with it's withering touch from the PC's 20 Strength. COULD it use the Paladins Sunblade to attack instead? Sure. WOULD it do that? That's honestly a situational question and the DM does need to make a call.