Ghost, 5th-Level Human Fighter
Medium Undead (Augmented, Incorporeal) — CR 7
- Hit Dice
- 5d12 (32 hp)
- Initiative
- +5
- Speed
- Fly (Perfect) 30 ft
- Armor Class
- 21, touch 11, flat-footed 20
- Base Attack / Grapple
- +5/+8
- Attack
- Incorporeal touch +6 melee (1d6) or +8 against ethereal foes (1d6+3); or masterwork bastard sword +10 melee (1d10+3/19-20); or masterwork shortbow +7 ranged (1d6/x3)
- Full Attack
- Incorporeal touch +6 melee (1d6) or +8 against ethereal foes (1d6+3); or masterwork bastard sword +10 melee (1d10+3/19-20); or masterwork shortbow +7 ranged (1d6/x3)
- STR
- 16
- DEX
- 13
- INT
- 10
- WIS
- 12
- CHA
- 12
- Fort / Ref / Will
- +4 / +2 / +2
- Challenge Rating
- 7
- Alignment
- Any
- Organization
- Solitary, gang (2–4), or mob (7–12)
- Treasure
- None
- Environment
- Plains
- Level Adjustment
- +5
Special Abilities
Feats
This creature appears to be a human soldier or guardsman, outfitted with heavy armor and a shield. The image is hazy and translucent, suggesting something not natural.
Description
Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
Some ghosts go about their business with little or no interest in the living. Others, however, are malevolent spirits who loathe all life and seek to destroy it whenever possible. Although ghosts can often be driven off or destroyed, they return again and again until they deal with the reason for their existence.
A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered. Some ghosts look angelic and sweet, while others are twisted and horrible things, showing clearly the agony of the undead. There is often—but not always—a correlation between a ghost’s appearance and its alignment. Assumptions are dangerous.
A ghost’s behavior usually matches its life. The spirit of a miserly person, for example, might continue to hoard wealth even though it has no use for such treasures. Similarly, a ghost is generally tied to the place where it died. If the aforementioned miser had died in a robbery, the ghost might remain in the counting house, tormenting the new owner and all who do business there. This is not a hard and fast rule, though—many ghosts wander freely.
This example ghost uses a 5th-level human fighter as the base creature.
Combat
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.
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), 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 DC 16 Will save. 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.
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.
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.