Angry Ghost
Angry Ghost
Medium undead, any evil alignment
Armor Class 11
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft. It can hover.
STR
17 (+3)
DEX
13 (+1)
CON
10 (+0)
INT
10 (+0)
WIS
12 (+1)
CHA
7 (-2)
Damage Resistance Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, And Slashing From Nonmagical Weapons
Damage Immunities Cold, Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained(except with force magic)
Senses Darkvision 60 Ft., passive Perception 8
Languages Any Languages It Knew In Life
Challenge 4 (1,100 XP)
Ethereal Sight. The ghost can see 60 ft. 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. As a Bonus Action 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 physically affect or be physically affected by anything on the other plane.
Horrifying Visage. As a Bonus Action the Angry Ghost psychically projects nightmarish visions outward from it. Each non-undead creature within 60 ft. 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 x 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. Anyone affected by the aging effect of an angry ghost is now immune to the effect of further uses of this power by any angry ghost unless and until it is removed with a Greater Restoration use.
Telekinesis (Recharge 6). As per the 5th level transmutation spell.
Thaumaturgy: As per the cantrip, at will.
Vicious Mockery (Recharge 3-6). As per the spell.
Bestow Curse. As per the spell cast at 9th level, once per long rest.
Angry Ghost Weaknesses. Bound by iron, salt, black chalk, red brick dust, or grave dirt. Angry Ghosts cannot cross these things, cannot move through them, and lose access to all powers except etherealness when they begin their turn in contact with them. Tethered to the Material Plane. Angry Ghosts are metaphysically tethered to their bodies, and the source of their injustice or wrongful death (the person not the weapon). When the source dies with the angry ghost still at unrest, they become a Haunted Soul. They cannot find peace while either still exists. Both must be destroyed for them to move on to their rightful afterlife. If their bodies are destroyed but the source is not they will seek a new body and continue seeking vengeance by attacking everyone they encounter.
Slain PC’s that become an Angry Ghost: The Angry Ghost physical ability scores listed above stay the same, but you replace the other three with your own. You now are yourself as an angry ghost, whose actions are lost in a sea of rage much like a raging barbarian, except yours is not limited by a mortal body, yours is the rage of an eternal soul damned to be lost to the natural progression of souls after death. But you don’t lose access to your magic, because you are living magic fueled by the rage of your wrongful death at the hands of evil. Your magic feeds on your anger, and from it you lash out, often at anything moving. Only the most wise souls maintain control of themselves for any length of time.
Eternal Rage: Character is always under the impulse to attack, may only freely suppress it for a number of rounds equal to their Wis Bonus at a time without having to make a Wis Save. Using thaumaturgy to try to scare and intimidate a creature is sufficient to count as satisfying the rage urge for a round at which point you could freely suppress again.
Spellcasting: Holy casters lose access to their god, but if they keep praying they will be heard by a spirit of vengeance or a god of murder or justice or death and they will gain access to their spells again after a long rest as normal. Arcane casters maintain their ability but have to use thaumaturgy to make the sound for verbal spell components, which may slow down casting time. Druid magic takes on a cursed, necrotic, and destructive corruption. Any kind of spellcaster angry ghost may spend a spell level to recharge any of their spell like abilities.
Rest as a ghost: Why would an angry ghost need rest, well, it is taxing to hold yourself together for extended periods. You need a number of hours a day equal to 10 - your Wis Bonus to equal a long rest. Short rest is an hour. During a rest, an angry ghost is non-coherent, their form released and their consciousness floating as an invisible cloud in the astral plane, in a silent sleepless state that begins a nightmare of their death right before they wake up every day.
Ethereal Sight. The ghost can see 60 ft. 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. As a Bonus Action 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 physically affect or be physically affected by anything on the other plane.
Horrifying Visage. As a Bonus Action the Angry Ghost psychically projects nightmarish visions outward from it. Each non-undead creature within 60 ft. 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 x 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. Anyone affected by the aging effect of an angry ghost is now immune to the effect of further uses of this power by any angry ghost unless and until it is removed with a Greater Restoration use.
Telekinesis (Recharge 6). As per the 5th level transmutation spell.
Thaumaturgy: As per the cantrip, at will.
Vicious Mockery (Recharge 3-6). As per the spell.
Bestow Curse. As per the spell cast at 9th level, once per long rest.
Angry Ghost Weaknesses. Bound by iron, salt, black chalk, red brick dust, or grave dirt. Angry Ghosts cannot cross these things, cannot move through them, and lose access to all powers except etherealness when they begin their turn in contact with them. Tethered to the Material Plane. Angry Ghosts are metaphysically tethered to their bodies, and the source of their injustice or wrongful death (the person not the weapon). When the source dies with the angry ghost still at unrest, they become a Haunted Soul. They cannot find peace while either still exists. Both must be destroyed for them to move on to their rightful afterlife. If their bodies are destroyed but the source is not they will seek a new body and continue seeking vengeance by attacking everyone they encounter.
Slain PC’s that become an Angry Ghost: The Angry Ghost physical ability scores listed above stay the same, but you replace the other three with your own. You now are yourself as an angry ghost, whose actions are lost in a sea of rage much like a raging barbarian, except yours is not limited by a mortal body, yours is the rage of an eternal soul damned to be lost to the natural progression of souls after death. But you don’t lose access to your magic, because you are living magic fueled by the rage of your wrongful death at the hands of evil. Your magic feeds on your anger, and from it you lash out, often at anything moving. Only the most wise souls maintain control of themselves for any length of time.
Eternal Rage: Character is always under the impulse to attack, may only freely suppress it for a number of rounds equal to their Wis Bonus at a time without having to make a Wis Save. Using thaumaturgy to try to scare and intimidate a creature is sufficient to count as satisfying the rage urge for a round at which point you could freely suppress again.
Spellcasting: Holy casters lose access to their god, but if they keep praying they will be heard by a spirit of vengeance or a god of murder or justice or death and they will gain access to their spells again after a long rest as normal. Arcane casters maintain their ability but have to use thaumaturgy to make the sound for verbal spell components, which may slow down casting time. Druid magic takes on a cursed, necrotic, and destructive corruption. Any kind of spellcaster angry ghost may spend a spell level to recharge any of their spell like abilities.
Rest as a ghost: Why would an angry ghost need rest, well, it is taxing to hold yourself together for extended periods. You need a number of hours a day equal to 10 - your Wis Bonus to equal a long rest. Short rest is an hour. During a rest, an angry ghost is non-coherent, their form released and their consciousness floating as an invisible cloud in the astral plane, in a silent sleepless state that begins a nightmare of their death right before they wake up every day.
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