Ghost dnd

Obzedat Ghost

Medium undead

·

Lawful Evil

Armor Class: 

14 (natural armor)

hit Points: 

110 (20d8 + 20)

Speed: 

0ft., fly 30ft. (hover)

Str

10

Dex

10

Con

13

Wis

20

Int

18

Cha

17

Saving Throws: 

Int: +7, Wis: +8

Skills: 

Insight +8, Perception +8

Damage Vulnerabilities: 

Damage Resistances: 

acid, cold, fire, lightning, thunder; and bludgeoning, piercing and slashing from nonmagical attacks

Damage Immunities: 

necrotic, poison

Condition Immunities: 

charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: 

darkvision 60 ft., passive perception 18

Languages: 

Common

Challenge: 

8

Traits 

Council of Five. The ghost has a trait based on who it is, as shown below:

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.

Legendary Resistance (1/Day). If the ghost fails a saving throw, it can choose to succeed instead.

Actions

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC: 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest.

Convene the Ghost Council. The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear.

Legendary Actions

Life Drain. : Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC: 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest.

Convene the Ghost Council. : The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear.

Sours: https://dndwiki.io/monsters/obzedat-ghost

Ghost (5e Race)

Ghost[edit]

In life, Karn Gardenoak was a silent giant of a man, who would frequently be seen on the ramparts of the Old Wolfstone Castle, peering out into the darkness with his piercing blue eyes. In death, the guardian of Wolfstone had not changed. He still was silent, his figure still massive, and he continued to watch the walls of the broken citadel. The only difference was his body was now flickering and transparent, as if he was made from the thick fog that surrounded the castle, and 10 orcish arrows now adorned his chest, covering his breast plate with shimmering silver blood.
Fragment of "Legends for brave kids" by Felidula, the Grand Wizard.Page 163

Remnants of a past life that keeps regrets, ghosts are, by far, some of the most mysterious beings. Damned to walk the earth by the torment they cause themselves, they can only keep one thing in their heads: The mission they are here to accomplish.

Physical Description[edit]

Ghosts are flickering remnants of their past lives, appearing as they did before death, however they are now transparent and have a coloured tinge to them that drowns out all colour of their body. This tint varies in tone for multiple reasons, From pure white of those that died peacefully to red of those dying in a fire, blue if water was their ending or yellow if thunder.

Ghosts are very different from most of the undead: the difference to the lich is that they didn't ask for becoming undead, at least not directly. Mummies also have a mission to fulfill, but their corpse got conserved by some mean. Zombies lost their will and are forced to submit to other beings. Ghosts died and lost their body, but the will to fulfill their last pendant was so intense that death could not take their spirit: Ghosts are basically coming to terms with death and rejecting it, just to get a second chance.

Most ghost's appearance tends to reflect how it died. For example, a ghost that had drowned in a previous life may be dripping with glowing water droplets that disappear as soon as they hit the ground. A ghost that died in battle may still have the wounds it sustained in life- open and flowing with silver blood. A ghost that died while sleeping will keep its eyes closed, but will see perfectly.

Similarly, if the ghost instead is more transfixed by guilt or regret at its previous life it is instead wrapped in ethereal chains. This is because the image of a ghost is controlled by its own mental state and such transduction with death or regret manifests in its image on the Material Plane.

It is possible for ghosts to be completely free of regret or transfixed by its death, but it would mean that the only thing tying it to the Material Plane is the ghost's own willpower, which makes its bond to the Material Plane weaker than the other two types of ghosts. This ghosts tend to disappear soon after being formed.

History[edit]

Ghost have been present in the world since the earliest days of creation, especially around places where the influences of the Shadowfell are the strongest and there has been abundance of death. War zones, castles, sea tragedies, volcanic eruption sites... All these places have a good possibility of having at least 1 ghost.

Some societies even attempt to draw forth the ghosts of their ancestors for guidance in a sort of benign necromancy. However, in general ghosts have been feared more than revered as the reasons why a ghost lingers on the Material Plane may not always be considered good.

Society[edit]

Ghosts sometimes form societies in long-dead crypts or abandoned cities in an attempt to preserve what little feeling of life remains. When these societies are formed, they are usually full of many types of undead or shadowfell creatures. However, often those societies do not last long as either too many ghosts pass on from the Material Plane or the ghosts lose hope and wander away from the settlements.

In most haunted places, like forests, clears, and castles, tends to be at most one or two ghosts, usually related by either blood, ties or history. As they tend to be isolated places, most creatures living there adapt to the ghost or even cherish it, mainly hags and vampires. In some cases even, these creatures help ghosts to leave the material plane by chance, so most cark creatures coming into contact with ghosts try to learn the task the ghost has, then simulate to help them or tergiverse it enough to make the ghost a servant.

Ghost Names[edit]

Ghosts often take the name they had before their death. However, some take on the name of the goal they are trying to achieve in their new unlife.

Ghost Mission Names: Vengeance, Penance, Help, Light, Lament, Fear

Ghost Traits[edit]

Death is less permanent than you think.
Ability Score Increase. Your Charisma score increases by 2 and either Intelligence or Wisdom score increases by 1.
Age. A ghost can "live" for a very long time as they can remain on the Material Plane as long as their willpower allows them, though they usually pass on after they fulfill a goal they could not accomplish in life.
Alignment. Trying to complete the pendant goal they have, most ghosts have a lawful neutral alignement. Anyway, it is not unheard of Chaotic ghosts. Although ghosts tend to retain the moral alignement they had in life, it is not rare that some of them change alignement into good or evil, specially those with goals with extreme moral charge, like domination of nations, discovery of cures or important secrets; or vengeance
Size. Ghosts have no weight and are as tall as they were in life. Your size is usually Medium, although small ghosts are frequent.
Speed. Your speed is 30 feet. You always hover 1 feet over the ground, but can't fly. If you end your turn more than 1 feet over the ground, you start falling.
Undead Nature. Your creature type is humanoid and undead. You do not require air, food, drink or sleep. You have resistance to poison damage, bludgeoning, piercing and slashing damage from non magical weapons, being poisoned and diseases. You can't use armor of any kind, with your AC being 10 + your charisma modifier + your constitution modifier.
Ethereal Form. You can cast the spell etherealness once per long rest only on yourself, but you can't carry your equipment and your speed is reduced to 10 feet. It lasts 5 minutes and requires you to hold concentration at least once every 30 seconds. Ending your turn in a square occupied by an object or creature causes you to be pushed to the nearest unoccupied square and take 5d10 force damage. Your spellcasting ability to use this trait is Wisdom.
Languages. You can write, read and speak common and one other language of choice.


Back to Main Page → 5e Homebrew → Races

Sours: https://www.dandwiki.com/wiki/Ghost_(5e_Race)
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Dungeon Master Assistance


Ghost_Character

You can add this “Ghost” template to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. When a creature becomes a ghost he becomes semitransparent and can use an action to move back and forth between the material plane and the ethereal plane but he remains visible to creatures in both planes.

Physical Description

Ghosts are flickering remnants of their past lives, appearing as they did before death, however, they are semi-transparent and have a blue tinge to them that drowns out all color of their body.

If the ghost is still coming to terms with its death, its appearance may reflect how it died. For example, a ghost that had drowned in a previous life may be dripping with glowing water droplets that disappear as soon as they hit the ground. A ghost that died in battle, may still have the wounds it sustained open and flowing with silver blood.

Similarly, if the ghost instead is more transfixed by guilt or regret at its previous life it is instead wrapped in ethereal chains.

This is because the image of a ghost is controlled by its own mental state and the way it is transfixed by death or regret will manifest in the image it takes.

It is possible for ghosts to be completely free of regret or transfixed by its death, but it would mean that the only thing tying it to the material plane is the ghost’s own willpower, which makes the its bond to the material plane weaker than the other two types of ghosts.

A ghost uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

The creature’s type changes to undead. He does not require air, food, drink or sleep. Size is unchanged.

Hit Points and Hit Dice

The creatures hit points and Hit Die remain unchanged

Speed

Ghosts have a walking speed of 0 and a fly speed of 40 feet

Armor Class

The creature’s armor class doesn’t change but it applies only to ethereal encounters. When the ghost enters the material plane its armor class becomes 10 + its Dexterity modifier + any magical protections.

Ability Scores

These remain the same as the creature had in life.

The ghost gains the following special traits:

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical weapons [Note that a ghost on the ethereal plane cannot be hit by physical weapons if the attacker is on the material plane. If the ghost is also on the material plane it can be hit only by magical weapons.]

Damage Immunities: cold, necrotic, poison

Condition Immunities: charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses: darkvision 60ft., his passive Perception remains as it had in life

Languages any languages it knew in life

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. [Note that the ghost uses this movement when on the Material Plane. When on the Ethereal Plane he is visible but utterly silent to someone on the Material Plane, and solid objects on the Material Plane don’t hamper the movement of the ghost in the Ethereal. ]

Actions

A ghost retains all the attacks of the base creature, although those relying on physical contact do not effect creatures that are not ethereal except as described below.

The ghost gains the following actions:

Withering Touch, Etherealness, Horrifying Visage and Possession (Recharge 6) as described in the ghost listing in the 5E Monster Manual. [Note that a ghost must use the etherealness action to move from the Material Plane to the Ethereal Plane, or from the Ethereal Plane to the Material Plane. ]

Spellcasting

When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost is on the material plan, its spells can affect ethereal targets and can also affect targets on the material plane normally unless the spells rely on touch. A ghost’s touch spells don’t work on nonethereal targets.

Ghostly Equipment

When a ghost forms, all its equipment and carried items usually become ethereal along with it. The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A magical weapon however can harm material creatures when the ghost is on the material plane.

The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ghostly copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.

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House Rules, Optional rulesDungeons and Dragons 5th Edition, Ghost, House Rules, Template

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Sours: https://olddungeonmaster.com/2015/09/27/dd-5e-house-rules-for-creating-a-ghost/

Ghost click to see monster

Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.

A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.

Creating A Ghost

"Ghost" is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.

A ghost uses all the base creature’s statistics and special abilities except as noted here.

Size and Type

The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.

Hit Dice

All current and future Hit Dice become d12s.

Speed

Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.

Armor Class

Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.

Attack

A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Full Attack

A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.

Damage

Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).

Special Attacks

A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + ½ ghost’s HD + ghost’s Cha modifier unless otherwise noted.

Corrupting Gaze (Su)

A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Corrupting Touch (Su)

A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Draining Touch (Su)

A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Frightful Moan (Su)

A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Horrific Appearance (Su)

Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence (Su)

Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Manifestation (Su)

Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Telekinesis (Su)

A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.

Special Qualities

A ghost has all the special qualities of the base creature as well as those described below.

Rejuvenation (Su)

In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Turn Resistance (Ex)

A ghost has +4 turn resistance.

Abilities

Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.

Skills

Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Environment

Any, often as base creature.

Organization

Solitary, gang (2-4), or mob (7-12).

Challenge Rating

Same as the base creature +2.

Treasure

None.

Alignment

Any.

Level Adjustment

Same as the base creature +5.

Ghostly Equipment

When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost).

The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.

Sours: https://www.d20srd.org/srd/monsters/ghost.htm

Dnd ghost

And I still remember what happened between us yesterday. - wrote Dimka. Dim, I have a request, when you and I talk alone, just call me Lena. And then, as it turns out not on its own. Do you want me to come to your institute.

I looked around and found it was missing. More precisely, only empty beer bottles. I had to hangover with vodka. I could hardly drink it, its smell was starting to stir up. After a while it became a little easier, but now I was terribly hungry.

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Forest, we will get to the house before the car. Of course, in some ways, Ekaterina Nikolaevna was right, but in the current situation, I regretted that I followed her lead. A car would be very helpful now. The weather changed very quickly. The sun had just disappeared, and now a bright flash of lightning was tracing the.



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