Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (−2) | 13 (+1) | 10 (+0) | 10 (+0) | 12 (+1) | 17 (+3) |
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages any languages it knew in life
Challenge 4 (1,100 XP)
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.
Actions
Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from
the Material Plane, or vice versa. It is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, yet it can't affect
or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
feet of the ghost that can see it must succeed on a DC 13 Wisdom saving
throw or be frightened for 1 minute. If the save fails by 5 or more, the
target also ages 1d4 × 10 years. A frightened target can repeat the
saving throw at the end of each of its turns, ending the frightened
condition on itself on a success. If a target's saving throw is
successful or the effect ends for it, the target is immune to this
ghost's Horrifying Visage for the next 24 hours. The aging effect can be
reversed with a greater restoration spell, but only within 24 hours of
it occurring.
Possession (Recharge 6). One humanoid that the ghost
can see within 5 feet of it must succeed on a DC 13 Charisma saving
throw or be possessed by the ghost; the ghost then disappears, and the
target is incapacitated and loses control of its body. The ghost now
controls the body but doesn't deprive the target of awareness. The ghost
can't be targeted by any attack, spell, or other effect, except ones
that turn undead, and it retains its alignment, Intelligence, Wisdom,
Charisma, and immunity to being charmed and frightened. It otherwise
uses the possessed target's statistics, but doesn't gain access to the
target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the ghost
ends it as a bonus action, or the ghost is turned or forced out by an
effect like the dispel evil and good spell. When the possession ends,
the ghost reappears in an unoccupied space within 5 feet of the body.
The target is immune to this ghost's Possession for 24 hours after
succeeding on the saving throw or after the possession ends.