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Returning 35 results for 'ghost level'.
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ghostly level
Monsters
Guildmasters’ Guide to Ravnica
","rollType":"to hit","rollAction":"Innate Spellcasting"} to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (at 5th level, and the ghost
regains hit points equal to half the amount of damage the target takes)
1/day each: sanctuary, spirit guardians (at 4th level)
Legendary Resistance (1/Day). If the ghost fails a saving throw, it
Monsters
Icewind Dale: Rime of the Frostmaiden
object.
Spellcasting. The ghost is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14). The ghost has the following wizard spells prepared:
Cantrips (at will): mage hand
cast spells that require material components, which limits its options. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use
Backgrounds
Guildmasters’ Guide to Ravnica
. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Orzhov Guild Spells
Spell Level
Spells
Cantrip
friends, guidance
1st
to obey the dictates of an ancestor on the Ghost Council.
3
I value my worldly goods more highly than my mortal life.
4
An oligarch publicly humiliated me, and I will exact revenge on
Monsters
Fizban's Treasury of Dragons
.
3
A fishery that specializes in a type of eel favored by a local topaz dragon is “haunted,” and shipments of the eel vanish every time the ghost appears.
4
Legends claim that a
outcropping. The largest features cliffs that rise steeply to a plateau 40 feet above sea level. The dragon sometimes basks here as well and takes many meals atop the plateau.A Topaz Dragon’s
Monsters
Fizban's Treasury of Dragons
dragon’s wrath.
3
A fishery that specializes in a type of eel favored by a local topaz dragon is “haunted,” and shipments of the eel vanish every time the ghost appears.
4
jut from the water below the outcropping. The largest features cliffs that rise steeply to a plateau 40 feet above sea level. The dragon sometimes basks here as well and takes many meals atop the
spells
Level 3: Bearded Devil
Level 4: Ghost of a minor hero Belcorra killed, which can be put to rest by taking the personal items in area D12 to be blessed by a priest in a temple of a good deity
Level
plus the dungeon level where the portal is located. Thus, the portal on the first level of the Abomination Vaults has a save DC of 11, while the portal on the fourth level is DC 14.
On a failed save
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
for four to six 7th-level characters. Tomas Duchek The ghost of the pharaoh Amun Sa wanders the Desert of
Desolation, searching for worthy souls to break his curse
Chapter 5: Pharaoh Few deserts are as harsh and inhospitable as the Desert of Desolation, where the sun, the wind, and the land itself seem to despise all living things. The ghost of a long-dead
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
for four to six 7th-level characters. Tomas Duchek The ghost of the pharaoh Amun Sa wanders the Desert of
Desolation, searching for worthy souls to break his curse
Chapter 5: Pharaoh Few deserts are as harsh and inhospitable as the Desert of Desolation, where the sun, the wind, and the land itself seem to despise all living things. The ghost of a long-dead
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount
of damage the target takes)
1/day each: sanctuary, spirit guardians (at 4th level)
Legendary Resistance (1/Day). If the ghost fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
What Dwells Here? Adventurers might find themselves caught up in the war of Slitherswamp by encountering the thralls of the Ssethian Scourges, the Blacktongue bullywug tribe, the meddling ghost of a yuan-ti priest (see area 9), or watchful agents of the Dweomercore mages of level 9.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
What Dwells Here? Adventurers might find themselves caught up in the war of Slitherswamp by encountering the thralls of the Ssethian Scourges, the Blacktongue bullywug tribe, the meddling ghost of a yuan-ti priest (see area 9), or watchful agents of the Dweomercore mages of level 9.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the
. 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 6th-level
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Its list of prepared spells shows only those spells it can cast. Although it has no 2nd-level spells available, the ghost can use its 2nd-level spell slots to cast upgraded versions of the
. 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 6th-level
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount
of damage the target takes)
1/day each: sanctuary, spirit guardians (at 4th level)
Legendary Resistance (1/Day). If the ghost fails a saving throw, it can choose to succeed instead.
Actions
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
naturally occurring variety until it’s too late. If a ship encounters eldritch mist, choose a type or roll for one on the Eldritch Mist Types table. Eldritch Mist Types d6 Mist Type 1–2 Ghost Fog 3
d10 Thickness 1–3 Light 4–7 Moderate 8–9 Heavy 10 Very Heavy Mist Obfuscation Thickness Heavily Obscured Distance Light 30 ft. Moderate 20 ft. Heavy 10 ft. Very heavy 5 ft. Ghost Fog Ghost fog
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
naturally occurring variety until it’s too late. If a ship encounters eldritch mist, choose a type or roll for one on the Eldritch Mist Types table. Eldritch Mist Types d6 Mist Type 1–2 Ghost Fog 3
d10 Thickness 1–3 Light 4–7 Moderate 8–9 Heavy 10 Very Heavy Mist Obfuscation Thickness Heavily Obscured Distance Light 30 ft. Moderate 20 ft. Heavy 10 ft. Very heavy 5 ft. Ghost Fog Ghost fog
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
murdered him. If the characters disturb Eigeron’s body or come within 10 feet of it, the giant’s ghost rises up from the corpse (see “Eigeron’s Ghost”). The dead giant wears a golden breastplate (see
are impressive and harmless. The lights in their lanterns are created by continual flame spells. Eigeron’s Ghost Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
murdered him. If the characters disturb Eigeron’s body or come within 10 feet of it, the giant’s ghost rises up from the corpse (see “Eigeron’s Ghost”). The dead giant wears a golden breastplate (see
are impressive and harmless. The lights in their lanterns are created by continual flame spells. Eigeron’s Ghost Like many giants before them, Eigeron and his father, Blagothkus, came to the Eye of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slither around the statue’s base.
Ghost. Wandering through the ruin is a spectral woman wearing a soiled black gown and a featureless white mask (actually the ghost of a slain yuan-ti priest).
A yuan-ti
that she cannot rest until the Ssethian Scourges are dead. Yoastal can be both friend and foe to an adventuring party. The ghost claims to have once been a cleric of Mask, cursed to remain in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slither around the statue’s base.
Ghost. Wandering through the ruin is a spectral woman wearing a soiled black gown and a featureless white mask (actually the ghost of a slain yuan-ti priest).
A yuan-ti
that she cannot rest until the Ssethian Scourges are dead. Yoastal can be both friend and foe to an adventuring party. The ghost claims to have once been a cleric of Mask, cursed to remain in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
DC 10 Constitution saving throw or gain 1 level of exhaustion. A creature that has a swimming speed can swim all day without penalty and uses the normal forced march rules in the Player’s Handbook. The
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Mine Locations Map 1.19: gem mine View Player Version The following locations are keyed to map 1.19. The mine is made up of three levels, the deepest of which is level 3. The boxed text in these
. M5. Underdark Shaft, Level 1 Wooden planks and struts form a walkway along the wall of a seemingly bottomless vertical shaft. A narrow waterfall cascades down the northeast wall, and the sound of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
twenty-five-foot-tall double door made of bleached wood with bronze fittings provides the only entrance at ground level.
In the courtyard, there are pieces of rubble large enough that characters can
by the wheel is a cloud giant ghost staring blankly into the sky.
The cloud giant ghost is indifferent toward intruders but turns hostile if attacked or if the items in the chest are removed (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from place to place and unleash their briny magic against attackers. The ship Sea Ghost in The Sinister Secret of Saltmarsh is home to a pirate deck wizard named Punketah. Pirate Deck Wizard
Medium
wizard has advantage on ability checks and saving throws to resist being knocked prone.
Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from place to place and unleash their briny magic against attackers. The ship Sea Ghost in The Sinister Secret of Saltmarsh is home to a pirate deck wizard named Punketah. Pirate Deck Wizard
Medium
wizard has advantage on ability checks and saving throws to resist being knocked prone.
Spellcasting. The deck wizard is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Fiend of Hollow Mine An Adventure for 4th-Level Characters A deadly magical curse called sereno is killing people in the arid borderlands around the city of San Citlán. After an encounter with an
to the ghost town of Hollow and its abandoned mine, where she believes the creature lurks. When the characters explore the mine, they find a connection to a humble home in the city of San Citlán, where
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Fiend of Hollow Mine An Adventure for 4th-Level Characters A deadly magical curse called sereno is killing people in the arid borderlands around the city of San Citlán. After an encounter with an
to the ghost town of Hollow and its abandoned mine, where she believes the creature lurks. When the characters explore the mine, they find a connection to a humble home in the city of San Citlán, where
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Mine Locations Map 1.19: gem mine View Player Version The following locations are keyed to map 1.19. The mine is made up of three levels, the deepest of which is level 3. The boxed text in these
. M5. Underdark Shaft, Level 1 Wooden planks and struts form a walkway along the wall of a seemingly bottomless vertical shaft. A narrow waterfall cascades down the northeast wall, and the sound of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Boarding the Sea Ghost How long it takes the characters to reach the ship depends on what arrangements they have made beforehand. If, for example, it is arranged that the guard members, once they
ship. The journey to the ship takes 30 minutes (20 minutes with more than two rowing), but if the boat is to approach the Sea Ghost from the seaward side, another 5 minutes should be added. The ship
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
twenty-five-foot-tall double door made of bleached wood with bronze fittings provides the only entrance at ground level.
In the courtyard, there are pieces of rubble large enough that characters can
by the wheel is a cloud giant ghost staring blankly into the sky.
The cloud giant ghost is indifferent toward intruders but turns hostile if attacked or if the items in the chest are removed (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Boarding the Sea Ghost How long it takes the characters to reach the ship depends on what arrangements they have made beforehand. If, for example, it is arranged that the guard members, once they
ship. The journey to the ship takes 30 minutes (20 minutes with more than two rowing), but if the boat is to approach the Sea Ghost from the seaward side, another 5 minutes should be added. The ship
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
three rods Gremorly set up to turn Harrowhall into a ghost trap. If the rod is removed from its tripod or destroyed, the necromantic energy fades and the rod becomes nonmagical. The rod and tripod
Gremorly’s ghost and this golem is still intact, it becomes their ally and defends this courtyard on their behalf. 5: Crypt Entrance This room is mostly empty. One outer wall has a stained-glass
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, eager to be free. The spirit knows only what it knew in life, as determined by the DM. Ghost Walk 13th-level Phantom feature You can phase partially into the realm of the dead, becoming like a ghost. As
action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk. Death’s Friend 17th-level Phantom feature
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, eager to be free. The spirit knows only what it knew in life, as determined by the DM. Ghost Walk 13th-level Phantom feature You can phase partially into the realm of the dead, becoming like a ghost. As
action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk. Death’s Friend 17th-level Phantom feature