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Level Up: Advanced 5th Edition (A5E)
A Leveled-Up Bestiary: Volume Two
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<blockquote data-quote="Faolyn" data-source="post: 9465736" data-attributes="member: 6915329"><p>And now, the template that needs no introduction (but is getting one anyway), the <strong>ghost</strong>! Originally from 3e’s first <em>Monster Manual </em>(and reprinted in <em>Ghostwalk</em>), this template included a variety of options so not all your ghosts are the same—after all, we all know that who you were in life and the manner of your death are all things that will affect what you’re like as a ghost, and are all going to be different. I have no idea why 5e didn’t do that as well. It’s not hard: Level Up included a few variant abilities, which I greatly appreciate. Thus, this template will include more salient powers, plus a few from <em>Van Richten’s Guide to Ghosts.</em></p><p></p><p>One thing I’m changing from the LU Ghost is that many of its abilities are being turned into salient abilities. This may make it slightly more time-consuming to make a “standard” ghost using this template, but IMO there shouldn’t be a standard ghost anyway.</p><p></p><p><strong><span style="font-size: 22px"><span style="color: rgb(41, 105, 176)">Ghost</span></span></strong></p><p>Source: <em>Monster Manual; </em>Designers: <em>Monte Cook, Jonathan Tweet, </em>and <em>Skipp Williams</em></p><p></p><p>Ghosts are the spirits of the dead, forced to remain as undead in the Waking World due to the traumas they suffered at their death. They may have died horribly, or they may have died knowing that their purpose is left unfulfilled. In either case, they cannot pass on to the afterlife until they have resolved the trauma or purpose. Some ghosts arise when they died suddenly; these ghosts are often not even aware they are dead, and no amount of convincing can alter that.</p><p></p><p><strong><em>Appearance. </em></strong>Many ghosts look very much like they did in life, but pale and transparent, and the edges of their bodies often trail off into mist. Some look as they did in life; others, how they did at the moment of their death; and still others will look as their corporeal body does as it slowly decays. Strangely, some look more attractive, more innocent, or otherwise <em>better </em>than they did in life. Very often these ghosts are quite evil and use their appearance to lure living creatures to their doom.</p><p></p><p>Some ghosts, especially the weaker ones, either lack the strength of will or the desire to take on a humanoid form. They often appear as a swirling mist or as a floating, glowing orb that is easily confused with a will o' wisp—although it’s unwise to assume that such a ghost is automatically weak. And some ghosts, because of the circumstances of their life or death, take on a bestial or monstrous appearance. Their bodies are horribly distorted, sometimes to the point of turning a formerly humanoid creature into a quadrupedal creature. The distortion affects their minds as well, so these ghosts often have a vicious, animalistic mindset.</p><p></p><p><strong><em>Anchor. </em></strong>Many, possibly even most, ghosts are anchored to something: a place, an object, or even a person or family; their anchor has a great emotional impact on them, and they cannot travel far from it. Not all ghosts, though, are anchored in such a way and can roam freely, untied to anything from their past lives.</p><p></p><p><strong><em>Triggers.</em></strong> Likewise, many ghosts only appear at certain times and seemingly cease to exist the rest of the time. They may only appear at nights, or at a certain time of year, or only when a person enters their resting place or takes an object that belongs to them.</p><p></p><p>---</p><p></p><p>“Ghost” is a template that can added to any aberration, beast, dragon, giant, humanoid, monstrosity, or plant that has a Charisma score of at least 8.</p><p></p><p><strong><em>Type.</em></strong> The ghost is undead.</p><p></p><p><strong><em>Speed.</em></strong> Ghosts have a speed of 0 ft. and a fly speed equal to the base creature's walking Speed plus 10 ft., unless the base creature had a faster fly speed.</p><p></p><p><strong><em>Attributes.</em></strong> The ghost’s Strength is reduced by 4 and its Charisma is increased by 4.</p><p></p><p><strong><em>Resistances.</em></strong> The ghost is resistant to acid, fire, lightning, and thunder damage and damage from nonmagical weapons.</p><p></p><p><strong><em>Immunities.</em></strong> The ghost is immune to cold, necrotic, and poison damage and to the charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions.</p><p></p><p><strong><em>Darkvision.</em></strong> The ghost has darkvision to 60 feet. If the base creature already has darkvision, it increases by 60 ft.</p><p></p><p><strong><em>Altered Attacks.</em></strong> The ghost’s weapon attacks deal one of cold. force, necrotic, or psychic damage (chosen by the Narrator when creating the ghost). Additionally, it may use its Charisma to determine its attack and damage rolls, as well as its Maneuver DC, instead of Strength or Dexterity.</p><p></p><p><strong><em>Ethereal Sight.</em></strong> The ghost can see into both the Material and Ethereal Plane.</p><p></p><p><strong><em>Action: Ethereal Jaunt.</em> </strong>The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes, it can be visible to creatures on one plane while on the other.</p><p></p><p><strong><em>Incorporeal.</em></strong> The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.</p><p></p><p><strong><em>Undead Nature. </em></strong>A ghost doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><em>Unquiet Spirit.</em></strong> If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting<em> remove curse </em>on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 18px">Salient Powers and Magnitudes of Power</span></span></strong></p><p>Yes, ghosts had salient powers. And going by <em>Van Richten’s Guide to Ghosts, </em>the number of salient powers a ghost has should be tied to its Magnitude of Power, and <em>that </em>is determined by how the ghost died. For Level Up, there are three levels of magnitude.</p><p></p><p>When it comes to ghost, strength of will and the emotions while dying are more important than how many Hit Dice it had in life. A dragon that died of old age while protecting its hoard should produce a weaker ghost than a human who died while fighting the forces of the BBEG they had vowed to defeat.</p><p></p><p>If you don’t want to bother with magnitude or salient powers, just give the ghost the Withering Touch, Horrifying Visage, and Possession abilities.</p><p></p><p><em>• First Magnitude </em>ghosts are created when the dying creature produces just enough emotional energy to stay around. They’re the most common type, and van Richten goes so far as to call them “boring.” They’re mostly ghosts who died from accidents, who knew that their death was coming and feared it, or who left an important, but relatively minor, task unfinished.</p><p></p><p>In order to become a 1st-magnitude ghost, the base creature must have a Charisma of at least 8. A ghost of this level of magnitude typically has 1-3 salient powers.</p><p></p><p><em>• Second Magnitude</em> ghosts are the ghosts from the MM. They died in a highly emotional state—anger, horror, terror, lust, you name it—or had a serious duty or goal to complete.</p><p></p><p>In order to become a 2nd-magnitude ghost, the base creature must be at least CR 2 and have a Charisma of at least 10. A ghost of this level of magnitude typically has 2-4 salient powers.</p><p></p><p><em>• Third Magnitude </em>ghosts are the most powerful ones and usually were so incredibly evil—or at least incredibly <em>something</em>—that death couldn’t stop them, <em>and </em>they were incredibly emotional at the time of death. Van Richten names three ghosts of this magnitude, two of which are Darklords. This should let you know the level of power involved.</p><p></p><p>In order to become a 3rd-magnitude ghost, the base creature must be at least CR 5 and have a Charisma of at least 14. It is an elite monster, typically has 3-6 salient powers, and has the following additional traits and actions, which it can only use while bloodied:</p><p></p><p><strong><em>Bonus Action: Elite Recovery.</em></strong> At the end of each of its turns while bloodied, the ghost ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated.</p><p></p><p><strong><em>Bonus Action: Ectoplasmic Surge.</em></strong> The ghost targets one creature within 30 feet. That creature must make a Wisdom saving throw or take 21 (6d6) psychic damage, and until the end of the creature’s next turn, it has disadvantage on saving throws against any of the ghost’s salient powers.</p><p></p><p>--</p><p></p><p><span style="font-size: 18px"><strong><span style="color: rgb(41, 105, 176)">Salient Powers</span></strong></span></p><p></p><p><strong><em>Aura of Despair.</em></strong> The wraith radiates an aura of apathy and melancholy. Each non-undead creature that starts its turn within a certain distance from the ghost must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The size of the area depends on the ghost’s magnitude. On a failure, the creature is affected by the <a href="https://www.enworld.org/threads/new-conditions-agonized-forgetful-manic-placid-vexed.704224/" target="_blank"><strong>placid</strong></a> condition for 1 minute. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this ghost’s Aura of Despair for 24 hours.</p><p></p><p>1st Magnitude: 30 feet</p><p>2nd Magnitude: 60 feet</p><p>3rd Magnitude: 120 feet.</p><p></p><p><strong><em>Action: Cause Revulsion.</em></strong> The ghost touches a creature its reach, and the creature is filled with nausea. The creature must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be poisoned for a length of time depending on the ghost’s magnitude. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a saving throw fails by 5 or more, the target must spend its action retching.</p><p></p><p>1st Magnitude: 1 minute</p><p>2nd Magnitude:10 minutes</p><p>3rd Magnitude: 1 hour</p><p></p><p><strong><em>Bonus Action: Command Undead.</em></strong> The ghost can command an undead creature that can hear it and whose CR is lower than the ghost's. Undead with an Intelligence score of 7 or higher may (and all undead PCs, regardless of Intelligence) may make a Wisdom saving throw to resist throw to resist (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier). On a success, the undead is immune to that ghost’s Command Undead for 24 hours.</p><p></p><p><strong><em>Action: Corrupting Glare (Gaze).</em></strong> One creature the ghost can see within 30 feet must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take 1 level of strife.</p><p></p><p><strong><em>Action: Deathsong (X/day).</em> </strong>The ghost moans a hollow dirge. All living creatures within 90 feet of the ghost who can hear it must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be frightened for 1 minute. While a creature is frightened, the ghost has advantage on attack rolls made on it, and the creature takes double damage. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p>1st Magnitude: 1/day</p><p>2nd Magnitude: 3/day</p><p>3rd Magnitude: Recharge 5-6</p><p></p><p><strong><em>Action: Dominating Stare (Gaze).</em></strong> The ghost magically targets a creature within a certain distance, depending on its magnitude. That creature must make a Wisdom saving throw (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier) or be charmed by the ghost for 1 hour. The ghost has a telepathic link with the charmed creature as long as they are on the same plane and can issue commands through the link, which the target must do its best to obey. The ghost can have up to three charmed targets at a time.</p><p></p><p>1st Magnitude: 30 feet</p><p>2nd Magnitude: 60 feet</p><p>3rd Magnitude: 120 feet.</p><p></p><p><strong><em>Action: Drain Heat.</em></strong> The ghost magically drains the heat from an area around it. Each creature in that area must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take cold damage, or half as much cold damage on a successful save. The radius and amount of cold damage depend on the ghost’s Magnitude. A creature reduced to 0 hit points by this damage can’t regain hit points until the start of the ghost’s next turn.</p><p></p><p>1st Magnitude: 10-foot radius, 7 (2d6) cold damage</p><p>2nd Magnitude: 15-foot radius, 17 (5d6) cold damage</p><p>3rd Magnitude: 30-foot radius, 31 (9d6) cold damage</p><p></p><p><strong><em>Action: Dreamwalking (1/Day).</em></strong> The ghost can enter the dreams of unconscious creatures. Each time it does so, it can enter a certain number of creatures’ dreams, as long as all sleeping creatures are within a certain distance of each other, depending on its magnitude. It must send all creatures the same dream or nightmare, and it acts as though the ghost had cast tie <em>dream</em> spell. If it sends a nightmare, creatures must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a failure, the creature gains no benefit from the rest and takes one level of fatigue or strife (ghost’s choice), up to a maximum of 3 in either condition. The ghost must be within 30 feet of one of the targets. The ghost can’t use this ability on creatures that don’t sleep or dream.</p><p></p><p>1st Magnitude: 1 creature</p><p>2nd Magnitude: 3 creatures within 300 feet of each other</p><p>3rd Magnitude: 5 creatures within 500 feet of each other</p><p></p><p><strong><em>Action: Entrancing Appearance (Gaze).</em></strong> The ghost taps into the inherent fascination the living have with death. It magically targets a creature within a certain distance, depending on the ghost’s magnitude. That creature must make a Wisdom saving throw (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier) or be charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0.</p><p></p><p>1st Magnitude: 30 feet</p><p>2nd Magnitude: 60 feet</p><p>3rd Magnitude: 120 feet.</p><p></p><p><strong><em>Action: Ghost Writing.</em></strong> The ghost can cause illusory words to appear on any surface it touches. The words can appear however the ghost likes and last for a number of days equal to the ghost’s magnitude, although it can make them vanish at any time it likes. The ghost can also choose which creatures can see it.</p><p></p><p><strong><em>Action: Horrifying Visage.</em></strong> Each non-undead creature within a certain distance from the ghost and on the same plane of existence and that can see the ghost must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The area depends on the ghost’s magnitude. On a failure, a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this ghost’s Horrifying Visage for 24 hours.</p><p></p><p>The ghost can also use Horrifying Visage as a reaction if it takes damage from an attack or spell.</p><p></p><p>1st Magnitude: 30 feet</p><p>2nd Magnitude: 60 feet</p><p>3rd Magnitude: 120 feet.</p><p></p><p><strong><em>Action: Mind Games.</em></strong> The ghost can create illusions that only creatures of its choice experience. The illusion is contained within a cube whose size depends on the ghost's magnitude. includes sounds, smells, and temperature in addition to visual phenomena. Creatures and objects can pass through the illusion and the illusion cannot cause harm. An Investigation check (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) will also reveal the image is an illusion. The ghost can use a bonus action to move or change the illusion. The ability’s range depends on the ghost’s magnitude.</p><p></p><p>1st Magnitude: 5-foot cube; 10 feet</p><p>2nd Magnitude: 10-foot cube; 30 feet</p><p>3rd Magnitude: 20-foot cube; 60 feet.</p><p></p><p><strong><em>Action: Paralyzing Touch.</em></strong> The ghost touches a creature its reach, and the creature is filled with bone-chilling cold. The creature must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be paralyzed for 1 minute. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><em>Action: Possession (Recharge 6).</em></strong> One humanoid within 5 feet must make a Charisma saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The ghost enters the creature’s body and takes control of it. The ghost can be targeted only by effects that turn undead, and it retains its Intelligence, Wisdom, and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creature’s statistics and actions instead of its own. It doesn’t gain access to the creature’s memories but does gain access to proficiencies, nonmagical class features and traits, and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours, when the body drops to 0 hit points, when the ghost ends it as a bonus action, or when the ghost is turned or affected by<em> dispel evil and good </em>or a similar effect. Additionally, the possessed creature repeats its saving throw whenever it takes damage. When the possession ends, the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghost’s Possession for 24 hours after succeeding on its saving throw or after the possession ends.</p><p></p><p><strong><em>Action: Pyrokinesis.</em></strong> The ghost magically ignites a number of flammable, unattended, nonmagical objects it can see within 30 feet. Each creature within 5 feet of an object when it ignites must make a Dexterity saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier), taking 7 (2d6) fire damage on a failure or half damage on a success. The number of objects it can ignite depends on the ghost’s magnitude.</p><p></p><p>1st Magnitude: 1</p><p>2nd Magnitude: 3</p><p>3rd Magnitude: 6</p><p></p><p><strong><em>Action: Spew Ectoplasm.</em></strong> The ghost vomits a spray of ectoplasm in a 15-foot cone. Each creature in the area makes a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a success, the creature is rattled until the end of its next turn. On a failure, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><em>Action: Telekinetic Shove.</em></strong> The ghost targets one Large or smaller creature within 60 feet. The target makes a Strength saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a failure, the ghost magically moves the target up to 30 feet in any direction, including upward. If the target strikes an object, such as a wall, it takes 10 (3d6) bludgeoning damage and falls prone. If the target would strike another creature, that creature must succeed on a Dexterity saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take the same damage and be knocked prone.</p><p></p><p>The ghost can also use telekinesis to move objects that weigh 500 pounds or fewer.</p><p></p><p><strong><em>Action: Weakening Glare (Gaze).</em></strong> One creature the ghost can see within 30 feet must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take 1 level of fatigue. This level is removed after the creature takes a short rest.</p><p></p><p><strong><em>Action: Withering Touch.</em></strong> The ghost makes a melee weapon attack at a target within 5 feet. On a hit, it inflicts necrotic damage and, if the target is frightened, the target is magically aged a certain number of years. The amount of damage and aging depends on the ghost’s magnitude. The aging effect can be reversed with a <em>greater restoration</em> spell.</p><p></p><p>1st Magnitude: 7 (2d6) necrotic damage; 1d4×5 years</p><p>2nd Magnitude: 14 (4d6) necrotic damage; 1d4×10 years.</p><p>3rd Magnitude: 28 (8d8) necrotic damage; 2d4×10 years.</p><p></p><p>--</p><p></p><p>The following uses a minstrel as the base creature, and is a 2nd magnitude ghost.</p><p></p><p><strong><span style="color: rgb(41, 105, 176)"><span style="font-size: 26px">Ghostly Paramour </span></span></strong></p><p><strong>Medium undead; CR 2</strong></p><p><strong>AC</strong> 15 (leather)</p><p><strong>HP</strong> 32 (5d8+10; bloodied 16)</p><p><strong>Speed</strong> 0 ft., fly 40 ft.</p><p></p><p><strong>STR</strong> 6 (-2) <strong>DEX</strong> 16 (+3) <strong>CON</strong> 14 (+2)</p><p><strong>INT</strong> 12 (+1) <strong>WIS</strong> 12 (+1) <strong>CHA</strong> 20 (+5)</p><p></p><p><strong>Proficiency</strong> +2; <strong>Maneuver DC</strong> 13</p><p><strong>Saving Throws</strong> Dex +5, Cha +5</p><p><strong>Skills</strong> Deception +5, Performance +5 (+1d4), Persuasion +5,</p><p><strong>Damage Resistances</strong> acid, fire, lightning, thunder; damage from nonmagical weapons</p><p><strong>Damage Immunities</strong> cold, necrotic, poison</p><p><strong>Condition Immunities</strong> charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 11</p><p><strong>Languages</strong> Common, two others</p><p></p><p><strong><em>Ethereal Sight.</em></strong> The ghostly paramour can see into both the Material and Ethereal Plane.</p><p></p><p><strong><em>Incorporeal.</em></strong> The ghostly paramour can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object.</p><p></p><p><strong><em>Spellcasting.</em></strong> The ghostly paramour is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following bard spells prepared:</p><p>Cantrips (at will): <em>light, mage hand, minor illusion, vicious mockery </em></p><p>1st-level (4 slots):<em> charm person, disguise self, healing word </em></p><p>2nd-level (3 slots):<em> enthrall, invisibility, shatter </em></p><p>3rd-level (2 slots):<em> hypnotic pattern, major image</em></p><p></p><p><strong><em>Undead Nature. </em></strong>A ghostly paramour doesn’t require air, sustenance, or sleep.</p><p></p><p><strong><em>Unquiet Spirit.</em></strong> If defeated in combat, the ghostly paramour returns in 24 hours. It can be put to rest permanently only by finding and casting<em> remove curse </em>on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife.</p><p></p><p><strong><u>Actions</u></strong></p><p><strong><em>Rapier. </em></strong><em>Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit: </em>9 (1d8+5) force damage</p><p></p><p><strong><em>Ethereal Jaunt.</em> </strong>The ghostly paramour magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes, it can be visible to creatures on one plane while on the other.</p><p></p><p><strong><em>Deathsong (3/day).</em> </strong>The ghostly paramour moans a hollow dirge. All living creatures within 90 feet of the ghostly paramour who can hear it must make a DC 15 Wisdom saving throw or be frightened for 1 minute. While a creature is frightened, the ghostly paramour has advantage on attack rolls made on it, and the creature takes double damage. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success.</p><p></p><p><strong><em>Dreamwalking (1/Day).</em></strong> The ghostly paramour can enter the dreams of up to 3 unconscious creatures that are within 300 feet of each other. It must send all creatures the same dream or nightmare, and it acts as though the ghostly paramour had cast tie <em>dream</em> spell. If it sends a nightmare, creatures must make a DC 15 Wisdom saving throw. On a failure, the creature gains no benefit from the rest and takes one level of fatigue or strife (ghostly paramour’s choice), up to a maximum of 3 in either condition. The ghostly paramour must be within 30 feet of one of the targets. The ghostly paramour can’t use this ability on creatures that don’t sleep or dream.</p><p></p><p><strong><em>Ghost Writing.</em></strong> The ghostly paramour can cause illusory words to appear on any surface it touches. The words can appear however the ghostly paramour likes and last for a number of days equal to the ghostly paramour’s magnitude, although it can make them vanish at any time it likes. The ghostly paramour can also make it so only certain select creatures can see the words.</p><p></p><p><strong><em>Invisibility (2nd-Level; V, S, M, Concentration). </em></strong>The ghostly paramour or a creature it touches is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.</p><p></p><p><strong><em>Hypnotic Pattern (3rd-Level; S, M, Concentration). </em></strong>A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure, the creature is charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze.</p><p></p><p><strong><em>Mind Games.</em></strong> The ghostly paramour can create illusions that only creatures of its choice experience, up to 30 feet away from it. The illusion includes sounds, smells, and temperature in addition to visual phenomena. Creatures and objects can pass through the illusion and the illusion cannot cause harm. A DC 15 investigation check will also reveal the image is an illusion. The ghostly paramour can use a bonus action to move or change the illusion.</p><p></p><p><strong><em>Shatter (2nd-Level; V, S, M). </em></strong>An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the ghostly paramour can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage.</p><p></p><p><strong><em>Vicious Mockery (Cantrip; V).</em> </strong>A creature within 60 feet that can hear the ghostly paramour makes a DC 14 Wisdom saving throw. On a failure, it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn.</p><p></p><p><strong><u>Bonus Actions</u></strong></p><p><strong><em>Martial Encouragement.</em> </strong>Until the beginning of the ghostly paramour’s next turn, one creature within 30 feet that can hear the ghostly paramour deals an extra 3 (1d6) damage whenever it deals weapon damage.</p><p></p><p><strong><em>Healing Word (1st-Level; V).</em></strong> The ghostly paramour or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The ghostly paramour can’t cast this spell and a 1st-level or higher spell on the same turn.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9465736, member: 6915329"] And now, the template that needs no introduction (but is getting one anyway), the [B]ghost[/B]! Originally from 3e’s first [I]Monster Manual [/I](and reprinted in [I]Ghostwalk[/I]), this template included a variety of options so not all your ghosts are the same—after all, we all know that who you were in life and the manner of your death are all things that will affect what you’re like as a ghost, and are all going to be different. I have no idea why 5e didn’t do that as well. It’s not hard: Level Up included a few variant abilities, which I greatly appreciate. Thus, this template will include more salient powers, plus a few from [I]Van Richten’s Guide to Ghosts.[/I] One thing I’m changing from the LU Ghost is that many of its abilities are being turned into salient abilities. This may make it slightly more time-consuming to make a “standard” ghost using this template, but IMO there shouldn’t be a standard ghost anyway. [B][SIZE=6][COLOR=rgb(41, 105, 176)]Ghost[/COLOR][/SIZE][/B] Source: [I]Monster Manual; [/I]Designers: [I]Monte Cook, Jonathan Tweet, [/I]and [I]Skipp Williams[/I] Ghosts are the spirits of the dead, forced to remain as undead in the Waking World due to the traumas they suffered at their death. They may have died horribly, or they may have died knowing that their purpose is left unfulfilled. In either case, they cannot pass on to the afterlife until they have resolved the trauma or purpose. Some ghosts arise when they died suddenly; these ghosts are often not even aware they are dead, and no amount of convincing can alter that. [B][I]Appearance. [/I][/B]Many ghosts look very much like they did in life, but pale and transparent, and the edges of their bodies often trail off into mist. Some look as they did in life; others, how they did at the moment of their death; and still others will look as their corporeal body does as it slowly decays. Strangely, some look more attractive, more innocent, or otherwise [I]better [/I]than they did in life. Very often these ghosts are quite evil and use their appearance to lure living creatures to their doom. Some ghosts, especially the weaker ones, either lack the strength of will or the desire to take on a humanoid form. They often appear as a swirling mist or as a floating, glowing orb that is easily confused with a will o' wisp—although it’s unwise to assume that such a ghost is automatically weak. And some ghosts, because of the circumstances of their life or death, take on a bestial or monstrous appearance. Their bodies are horribly distorted, sometimes to the point of turning a formerly humanoid creature into a quadrupedal creature. The distortion affects their minds as well, so these ghosts often have a vicious, animalistic mindset. [B][I]Anchor. [/I][/B]Many, possibly even most, ghosts are anchored to something: a place, an object, or even a person or family; their anchor has a great emotional impact on them, and they cannot travel far from it. Not all ghosts, though, are anchored in such a way and can roam freely, untied to anything from their past lives. [B][I]Triggers.[/I][/B] Likewise, many ghosts only appear at certain times and seemingly cease to exist the rest of the time. They may only appear at nights, or at a certain time of year, or only when a person enters their resting place or takes an object that belongs to them. --- “Ghost” is a template that can added to any aberration, beast, dragon, giant, humanoid, monstrosity, or plant that has a Charisma score of at least 8. [B][I]Type.[/I][/B] The ghost is undead. [B][I]Speed.[/I][/B] Ghosts have a speed of 0 ft. and a fly speed equal to the base creature's walking Speed plus 10 ft., unless the base creature had a faster fly speed. [B][I]Attributes.[/I][/B] The ghost’s Strength is reduced by 4 and its Charisma is increased by 4. [B][I]Resistances.[/I][/B] The ghost is resistant to acid, fire, lightning, and thunder damage and damage from nonmagical weapons. [B][I]Immunities.[/I][/B] The ghost is immune to cold, necrotic, and poison damage and to the charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, and restrained conditions. [B][I]Darkvision.[/I][/B] The ghost has darkvision to 60 feet. If the base creature already has darkvision, it increases by 60 ft. [B][I]Altered Attacks.[/I][/B] The ghost’s weapon attacks deal one of cold. force, necrotic, or psychic damage (chosen by the Narrator when creating the ghost). Additionally, it may use its Charisma to determine its attack and damage rolls, as well as its Maneuver DC, instead of Strength or Dexterity. [B][I]Ethereal Sight.[/I][/B] The ghost can see into both the Material and Ethereal Plane. [B][I]Action: Ethereal Jaunt.[/I] [/B]The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes, it can be visible to creatures on one plane while on the other. [B][I]Incorporeal.[/I][/B] The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. [B][I]Undead Nature. [/I][/B]A ghost doesn’t require air, sustenance, or sleep. [B][I]Unquiet Spirit.[/I][/B] If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting[I] remove curse [/I]on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife. [B][COLOR=rgb(41, 105, 176)][SIZE=5]Salient Powers and Magnitudes of Power[/SIZE][/COLOR][/B] Yes, ghosts had salient powers. And going by [I]Van Richten’s Guide to Ghosts, [/I]the number of salient powers a ghost has should be tied to its Magnitude of Power, and [I]that [/I]is determined by how the ghost died. For Level Up, there are three levels of magnitude. When it comes to ghost, strength of will and the emotions while dying are more important than how many Hit Dice it had in life. A dragon that died of old age while protecting its hoard should produce a weaker ghost than a human who died while fighting the forces of the BBEG they had vowed to defeat. If you don’t want to bother with magnitude or salient powers, just give the ghost the Withering Touch, Horrifying Visage, and Possession abilities. [I]• First Magnitude [/I]ghosts are created when the dying creature produces just enough emotional energy to stay around. They’re the most common type, and van Richten goes so far as to call them “boring.” They’re mostly ghosts who died from accidents, who knew that their death was coming and feared it, or who left an important, but relatively minor, task unfinished. In order to become a 1st-magnitude ghost, the base creature must have a Charisma of at least 8. A ghost of this level of magnitude typically has 1-3 salient powers. [I]• Second Magnitude[/I] ghosts are the ghosts from the MM. They died in a highly emotional state—anger, horror, terror, lust, you name it—or had a serious duty or goal to complete. In order to become a 2nd-magnitude ghost, the base creature must be at least CR 2 and have a Charisma of at least 10. A ghost of this level of magnitude typically has 2-4 salient powers. [I]• Third Magnitude [/I]ghosts are the most powerful ones and usually were so incredibly evil—or at least incredibly [I]something[/I]—that death couldn’t stop them, [I]and [/I]they were incredibly emotional at the time of death. Van Richten names three ghosts of this magnitude, two of which are Darklords. This should let you know the level of power involved. In order to become a 3rd-magnitude ghost, the base creature must be at least CR 5 and have a Charisma of at least 14. It is an elite monster, typically has 3-6 salient powers, and has the following additional traits and actions, which it can only use while bloodied: [B][I]Bonus Action: Elite Recovery.[/I][/B] At the end of each of its turns while bloodied, the ghost ends one negative effect currently affecting it. It can do so as long as it has at least 1 hit point, even while unconscious or incapacitated. [B][I]Bonus Action: Ectoplasmic Surge.[/I][/B] The ghost targets one creature within 30 feet. That creature must make a Wisdom saving throw or take 21 (6d6) psychic damage, and until the end of the creature’s next turn, it has disadvantage on saving throws against any of the ghost’s salient powers. -- [SIZE=5][B][COLOR=rgb(41, 105, 176)]Salient Powers[/COLOR][/B][/SIZE] [B][I]Aura of Despair.[/I][/B] The wraith radiates an aura of apathy and melancholy. Each non-undead creature that starts its turn within a certain distance from the ghost must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The size of the area depends on the ghost’s magnitude. On a failure, the creature is affected by the [URL='https://www.enworld.org/threads/new-conditions-agonized-forgetful-manic-placid-vexed.704224/'][B]placid[/B][/URL] condition for 1 minute. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this ghost’s Aura of Despair for 24 hours. 1st Magnitude: 30 feet 2nd Magnitude: 60 feet 3rd Magnitude: 120 feet. [B][I]Action: Cause Revulsion.[/I][/B] The ghost touches a creature its reach, and the creature is filled with nausea. The creature must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be poisoned for a length of time depending on the ghost’s magnitude. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a saving throw fails by 5 or more, the target must spend its action retching. 1st Magnitude: 1 minute 2nd Magnitude:10 minutes 3rd Magnitude: 1 hour [B][I]Bonus Action: Command Undead.[/I][/B] The ghost can command an undead creature that can hear it and whose CR is lower than the ghost's. Undead with an Intelligence score of 7 or higher may (and all undead PCs, regardless of Intelligence) may make a Wisdom saving throw to resist throw to resist (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier). On a success, the undead is immune to that ghost’s Command Undead for 24 hours. [B][I]Action: Corrupting Glare (Gaze).[/I][/B] One creature the ghost can see within 30 feet must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take 1 level of strife. [B][I]Action: Deathsong (X/day).[/I] [/B]The ghost moans a hollow dirge. All living creatures within 90 feet of the ghost who can hear it must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be frightened for 1 minute. While a creature is frightened, the ghost has advantage on attack rolls made on it, and the creature takes double damage. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. 1st Magnitude: 1/day 2nd Magnitude: 3/day 3rd Magnitude: Recharge 5-6 [B][I]Action: Dominating Stare (Gaze).[/I][/B] The ghost magically targets a creature within a certain distance, depending on its magnitude. That creature must make a Wisdom saving throw (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier) or be charmed by the ghost for 1 hour. The ghost has a telepathic link with the charmed creature as long as they are on the same plane and can issue commands through the link, which the target must do its best to obey. The ghost can have up to three charmed targets at a time. 1st Magnitude: 30 feet 2nd Magnitude: 60 feet 3rd Magnitude: 120 feet. [B][I]Action: Drain Heat.[/I][/B] The ghost magically drains the heat from an area around it. Each creature in that area must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take cold damage, or half as much cold damage on a successful save. The radius and amount of cold damage depend on the ghost’s Magnitude. A creature reduced to 0 hit points by this damage can’t regain hit points until the start of the ghost’s next turn. 1st Magnitude: 10-foot radius, 7 (2d6) cold damage 2nd Magnitude: 15-foot radius, 17 (5d6) cold damage 3rd Magnitude: 30-foot radius, 31 (9d6) cold damage [B][I]Action: Dreamwalking (1/Day).[/I][/B] The ghost can enter the dreams of unconscious creatures. Each time it does so, it can enter a certain number of creatures’ dreams, as long as all sleeping creatures are within a certain distance of each other, depending on its magnitude. It must send all creatures the same dream or nightmare, and it acts as though the ghost had cast tie [I]dream[/I] spell. If it sends a nightmare, creatures must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a failure, the creature gains no benefit from the rest and takes one level of fatigue or strife (ghost’s choice), up to a maximum of 3 in either condition. The ghost must be within 30 feet of one of the targets. The ghost can’t use this ability on creatures that don’t sleep or dream. 1st Magnitude: 1 creature 2nd Magnitude: 3 creatures within 300 feet of each other 3rd Magnitude: 5 creatures within 500 feet of each other [B][I]Action: Entrancing Appearance (Gaze).[/I][/B] The ghost taps into the inherent fascination the living have with death. It magically targets a creature within a certain distance, depending on the ghost’s magnitude. That creature must make a Wisdom saving throw (save DC = 8 + the ghost’s PB + the ghost’s Charisma modifier) or be charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. 1st Magnitude: 30 feet 2nd Magnitude: 60 feet 3rd Magnitude: 120 feet. [B][I]Action: Ghost Writing.[/I][/B] The ghost can cause illusory words to appear on any surface it touches. The words can appear however the ghost likes and last for a number of days equal to the ghost’s magnitude, although it can make them vanish at any time it likes. The ghost can also choose which creatures can see it. [B][I]Action: Horrifying Visage.[/I][/B][I] [/I]Each non-undead creature within a certain distance from the ghost and on the same plane of existence and that can see the ghost must make a Wisdom saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The area depends on the ghost’s magnitude. On a failure, a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this ghost’s Horrifying Visage for 24 hours. The ghost can also use Horrifying Visage as a reaction if it takes damage from an attack or spell. 1st Magnitude: 30 feet 2nd Magnitude: 60 feet 3rd Magnitude: 120 feet. [B][I]Action: Mind Games.[/I][/B] The ghost can create illusions that only creatures of its choice experience. The illusion is contained within a cube whose size depends on the ghost's magnitude. includes sounds, smells, and temperature in addition to visual phenomena. Creatures and objects can pass through the illusion and the illusion cannot cause harm. An Investigation check (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) will also reveal the image is an illusion. The ghost can use a bonus action to move or change the illusion. The ability’s range depends on the ghost’s magnitude. 1st Magnitude: 5-foot cube; 10 feet 2nd Magnitude: 10-foot cube; 30 feet 3rd Magnitude: 20-foot cube; 60 feet. [B][I]Action: Paralyzing Touch.[/I][/B] The ghost touches a creature its reach, and the creature is filled with bone-chilling cold. The creature must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or be paralyzed for 1 minute. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Action: Possession (Recharge 6).[/I][/B][I] [/I]One humanoid within 5 feet must make a Charisma saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). The ghost enters the creature’s body and takes control of it. The ghost can be targeted only by effects that turn undead, and it retains its Intelligence, Wisdom, and Charisma. It grants its host body immunity to being charmed and frightened. It otherwise uses the possessed creature’s statistics and actions instead of its own. It doesn’t gain access to the creature’s memories but does gain access to proficiencies, nonmagical class features and traits, and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours, when the body drops to 0 hit points, when the ghost ends it as a bonus action, or when the ghost is turned or affected by[I] dispel evil and good [/I]or a similar effect. Additionally, the possessed creature repeats its saving throw whenever it takes damage. When the possession ends, the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghost’s Possession for 24 hours after succeeding on its saving throw or after the possession ends. [B][I]Action: Pyrokinesis.[/I][/B] The ghost magically ignites a number of flammable, unattended, nonmagical objects it can see within 30 feet. Each creature within 5 feet of an object when it ignites must make a Dexterity saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier), taking 7 (2d6) fire damage on a failure or half damage on a success. The number of objects it can ignite depends on the ghost’s magnitude. 1st Magnitude: 1 2nd Magnitude: 3 3rd Magnitude: 6 [B][I]Action: Spew Ectoplasm.[/I][/B][I] [/I]The ghost vomits a spray of ectoplasm in a 15-foot cone. Each creature in the area makes a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a success, the creature is rattled until the end of its next turn. On a failure, the creature is poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Action: Telekinetic Shove.[/I][/B][I] [/I]The ghost targets one Large or smaller creature within 60 feet. The target makes a Strength saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier). On a failure, the ghost magically moves the target up to 30 feet in any direction, including upward. If the target strikes an object, such as a wall, it takes 10 (3d6) bludgeoning damage and falls prone. If the target would strike another creature, that creature must succeed on a Dexterity saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take the same damage and be knocked prone. The ghost can also use telekinesis to move objects that weigh 500 pounds or fewer. [B][I]Action: Weakening Glare (Gaze).[/I][/B] One creature the ghost can see within 30 feet must make a Constitution saving throw (DC + 8 + the ghost’s PB + the ghost’s Charisma modifier) or take 1 level of fatigue. This level is removed after the creature takes a short rest. [B][I]Action: Withering Touch.[/I][/B][I] [/I]The ghost makes a melee weapon attack at a target within 5 feet. On a hit, it inflicts necrotic damage and, if the target is frightened, the target is magically aged a certain number of years. The amount of damage and aging depends on the ghost’s magnitude. The aging effect can be reversed with a [I]greater restoration[/I] spell. 1st Magnitude: 7 (2d6) necrotic damage; 1d4×5 years 2nd Magnitude: 14 (4d6) necrotic damage; 1d4×10 years. 3rd Magnitude: 28 (8d8) necrotic damage; 2d4×10 years. -- The following uses a minstrel as the base creature, and is a 2nd magnitude ghost. [B][COLOR=rgb(41, 105, 176)][SIZE=7]Ghostly Paramour [/SIZE][/COLOR] Medium undead; CR 2 AC[/B] 15 (leather) [B]HP[/B] 32 (5d8+10; bloodied 16) [B]Speed[/B] 0 ft., fly 40 ft. [B]STR[/B] 6 (-2) [B]DEX[/B] 16 (+3) [B]CON[/B] 14 (+2) [B]INT[/B] 12 (+1) [B]WIS[/B] 12 (+1) [B]CHA[/B] 20 (+5) [B]Proficiency[/B] +2; [B]Maneuver DC[/B] 13 [B]Saving Throws[/B] Dex +5, Cha +5 [B]Skills[/B] Deception +5, Performance +5 (+1d4), Persuasion +5, [B]Damage Resistances[/B] acid, fire, lightning, thunder; damage from nonmagical weapons [B]Damage Immunities[/B] cold, necrotic, poison [B]Condition Immunities[/B] charmed, fatigue, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained [B]Senses[/B] darkvision 60 ft., passive Perception 11 [B]Languages[/B] Common, two others [B][I]Ethereal Sight.[/I][/B] The ghostly paramour can see into both the Material and Ethereal Plane. [B][I]Incorporeal.[/I][/B] The ghostly paramour can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. [B][I]Spellcasting.[/I][/B][I] [/I]The ghostly paramour is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following bard spells prepared: Cantrips (at will): [I]light, mage hand, minor illusion, vicious mockery [/I] 1st-level (4 slots):[I] charm person, disguise self, healing word [/I] 2nd-level (3 slots):[I] enthrall, invisibility, shatter [/I] 3rd-level (2 slots):[I] hypnotic pattern, major image[/I] [B][I]Undead Nature. [/I][/B]A ghostly paramour doesn’t require air, sustenance, or sleep. [B][I]Unquiet Spirit.[/I][/B] If defeated in combat, the ghostly paramour returns in 24 hours. It can be put to rest permanently only by finding and casting[I] remove curse [/I]on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife. [B][U]Actions[/U] [I]Rapier. [/I][/B][I]Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit: [/I]9 (1d8+5) force damage [B][I]Ethereal Jaunt.[/I] [/B]The ghostly paramour magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes, it can be visible to creatures on one plane while on the other. [B][I]Deathsong (3/day).[/I] [/B]The ghostly paramour moans a hollow dirge. All living creatures within 90 feet of the ghostly paramour who can hear it must make a DC 15 Wisdom saving throw or be frightened for 1 minute. While a creature is frightened, the ghostly paramour has advantage on attack rolls made on it, and the creature takes double damage. The creature may make a new saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Dreamwalking (1/Day).[/I][/B] The ghostly paramour can enter the dreams of up to 3 unconscious creatures that are within 300 feet of each other. It must send all creatures the same dream or nightmare, and it acts as though the ghostly paramour had cast tie [I]dream[/I] spell. If it sends a nightmare, creatures must make a DC 15 Wisdom saving throw. On a failure, the creature gains no benefit from the rest and takes one level of fatigue or strife (ghostly paramour’s choice), up to a maximum of 3 in either condition. The ghostly paramour must be within 30 feet of one of the targets. The ghostly paramour can’t use this ability on creatures that don’t sleep or dream. [B][I]Ghost Writing.[/I][/B] The ghostly paramour can cause illusory words to appear on any surface it touches. The words can appear however the ghostly paramour likes and last for a number of days equal to the ghostly paramour’s magnitude, although it can make them vanish at any time it likes. The ghostly paramour can also make it so only certain select creatures can see the words. [B][I]Invisibility (2nd-Level; V, S, M, Concentration). [/I][/B]The ghostly paramour or a creature it touches is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell. [B][I]Hypnotic Pattern (3rd-Level; S, M, Concentration). [/I][/B]A swirling pattern of light appears at a point within 120 feet. Each creature within 10 feet of the pattern that can see it makes a DC 14 Wisdom saving throw. On a failure, the creature is charmed for 1 minute. While charmed, the creature is incapacitated and its Speed is 0. The effect ends on a creature if it takes damage or if another creature uses an action to shake it out of its daze. [B][I]Mind Games.[/I][/B] The ghostly paramour can create illusions that only creatures of its choice experience, up to 30 feet away from it. The illusion includes sounds, smells, and temperature in addition to visual phenomena. Creatures and objects can pass through the illusion and the illusion cannot cause harm. A DC 15 investigation check will also reveal the image is an illusion. The ghostly paramour can use a bonus action to move or change the illusion. [B][I]Shatter (2nd-Level; V, S, M). [/I][/B]An ear-splitting ringing sound fills a 10-foot-radius sphere emanating from a point the ghostly paramour can see within 60 feet. Creatures in the area make a DC 14 Constitution saving throw, taking 13 (3d8) thunder damage on a failed save or half damage on a success. A creature made of stone, metal, or other inorganic material has disadvantage on its saving throw. Unattended objects in the area also take the damage. [B][I]Vicious Mockery (Cantrip; V).[/I] [/B]A creature within 60 feet that can hear the ghostly paramour makes a DC 14 Wisdom saving throw. On a failure, it takes 7 (2d6) psychic damage and has disadvantage on the first attack roll it makes before the end of its next turn. [B][U]Bonus Actions[/U] [I]Martial Encouragement.[/I] [/B]Until the beginning of the ghostly paramour’s next turn, one creature within 30 feet that can hear the ghostly paramour deals an extra 3 (1d6) damage whenever it deals weapon damage. [B][I]Healing Word (1st-Level; V).[/I][/B][I] [/I]The ghostly paramour or a living creature within 60 feet regains 5 (1d4 + 3) hit points. The ghostly paramour can’t cast this spell and a 1st-level or higher spell on the same turn. [/QUOTE]
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