Homebrew Ghost Species Details
Ghosts are often motivated by a specific agenda that allows them to cling to unlife, often related to the pursuit of vengeance or punishment of an individual. Jilted lovers or betrayed friends or victims of cruelty may become evil in their desire to punish those that made them suffer, and cling to unlife until their need for ruthless justice is sated, even long after such a thing can be reasonably accomplished. One specific kind of cruelty that often results in a ghost is a failure to show proper respect for someone's remains -- a ghost may animate near the location of its body, becoming resentful and hateful of the beings who still live. Those who were monstrously evil in life or whose deaths were particularly emotional, may also leave an echo of their existence as a ghost.
Ghosts haunt particular places relevant to their agendas, and this may or may not be the same location they died in.
Ghosts are largely solitary, but in rare circumstances, entire groups of people can become ghosts at once. A famous example would be ghost ships, ethereal vessels which sail the seas crewed by ghosts, and encountered in the presence of St. Elmo's Fire manifesting within a ship's rigging.
Ghosts may be laid to rest by satiating its desires, such as by burying its remains or extracting vengeance on its behalf. A ghost's needs can be quite demanding, however -- many heinous crimes have been comitted by those trying to lay to rest these hateful undead.
Ghost Traits
Ethereal Sight, Incorporeal Movement.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.
Ethereal Sight.
The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
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