Ethereal Sight: Right here the ghost monster may see 60ft., into an Ethereal Airplane at any time when it’s on a cloth aircraft and it’s vice versa.
Incorporeal Motion: Right here the ghost may transfer by way of an different creature and likewise from different objects like in the event that they’re Tough Terrain. It mainly takes 5 (1d10) drive harm if it would finish its flip inside an object.
Withering Contact: Melee Weapon Assault: +5 to hit, attain 5 ft., one goal. Hit: 17 (4d6 + 3) necrotic harm.
Etherealness: Right here the ghost enters an Ethereal Airplane from a Materials Airplane, or else vice versa. Additionally it is seen on a Materials aircraft whereas it’s in a Border Ethereal, and naturally it’s vice versa too, however but it cannot be have an effect on and even affected by something on the opposite aircraft.
Horrifying Visage: Every time the non-undead creature inside 60ft., of a ghost which may see it ought to be succeeded on a DC 13 Knowledge saving throw or be Frightened for 1 minute. Nevertheless if the save fails by 5 or extra, then the goal shall even be ages 1d4 x 10 years. After all the frightened goal may very well be repeat a saving throw at an finish of every of its turns, eventhough by ending the Frightened situation upon itself on a selected success. Anyway if the goal’s saving throw is a profitable and even the impact ends for it, the goal is an proof against this ghost’s Horrifying Visage for the following 24 hours. Right here the growing older impact may very well be reversed with a Higher Restoration spell, however solely inside 24 hours of it occurring.
Possession (Recharge 6): Right here one humanoid which a ghost succesful to see inside 5ft., of it have to be succeed on the DC 13 Charisma saving throw or else be possessed by a ghost; nonetheless the ghost then disappears, so the goal has been Incapacitated and likewise loses the management of its physique. Now the ghost can management the physique however it doesn’t deprive a goal of consciousness. Right here additionally the ghost even cannot be focused by any of its assaults, spell, or else every other impact, however besides ones that flip has been undead after which it retains its alignment, Intelligence, Knowledge, Charisma, and immunity to being Charmed and Frightened.
So, it in any other case makes use of a possessed goal’s Statistics, however it doesn’t achieve any entry to a goal’s information, Class Options, or Proficiencies. Anyhow the possession can final till until a physique shall drop to 0 hit factors, additionally the ghost ends it as a bonus motion, and even the ghost is turned or else pressured out by an impact like a dispel evil and likewise the nice spell. Every time a possession ends, the the ghost reappears in an unoccupied house inside 5ft., of a physique. The goal has been proof against this particular ghost’s Possession for twenty-four hours after succeeding on the saving throw or after the possession ends.
Attributes Of Ghost Monster DnD 5E
|Situation Immunities||Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Susceptible, Restrained|
|Immunities||Chilly, Necrotic, Poison|
|Languages||Any Languages It Knew In Life|
|Resistances||Acid, Fireplace, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Assaults|
|Roll 0||1d20 + 5 4d6+3|
|Senses||Darkvision 60 Ft.|
|Pace||0 ft., fly 40 ft. It could hover.|