GHOST – 5e stats

Medium undead, any alignment

Armor Class 11
Armor Class (suggested) 20 (material plane), 12 (ethereal plane)
Hit Points 45 (10d8)
Speed 0 ft., fly 40 ft.

Proficiency Bonus +2
Proficiency Bonus +5 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)10 (+0)12 (+1)17 (+3)

Saving Throws (suggested) Cha +5
Damage Resistance 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 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.
  • Withering Touch (suggested). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way becomes a ghost that is bound to the service of the ghost that killed it.
  • 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 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.
  • Possession (Recharge 6). One humanoid that the ghost can see within 5 ft. 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 ft. 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


Description

A ghost is the soul of a once-living creature, bound to haunt a specific location, object, or creature that held significance to them when they were alive. Often this state of existence is because of a soul having been horrendously evil in life, their deaths being tremendously emotional, being denied a proper burial, or because they had unfinished business.

These spirits typically resemble how they were in life. However, some ghosts have an altered appearance due to the nature of their demise. Others are known to be capable of changing their appearance to suit their current disposition. Often this altered appearance is due to the alignment they had in life.

A ghost’s behavior is usually similar to the personality they had in life. But in some cases, their personalities are altered by the process of death. The “unfinished business” that drives ghosts varies widely. Some might seek to fulfill an oath, others to relay a message to a loved one, while some might simply desire to have their death avenged. They also tend to get enraged whenever items their bodies were buried with are stolen and will stop at nothing to get them back.

Evil-aligned ghosts are said to hate goodness and all forms of life, being driven by a sense of wickedness and spite. As well as a desire to end the lives of other creatures, in particular those responsible for or connected to its death. Sometimes ghosts are unaware that they have died and thus will continually act out the daily routine they had in life. Sometimes ghosts only have fragmented memories of their life.

Being a form of undead, ghosts have no need for the air, food, drink, or sleep that they formerly required in life. They are immune to most forms of damage and conditions, except those that affect undead or ethereal creatures. They can see into the Ethereal Plane and enter or exit it at will. They can also move through other creatures and objects as if they were difficult terrain, but take force damage if they end their turn inside an object.

Combat

Ghosts are dangerous foes that can use their etherealness to surprise and ambush their enemies. They can also use their horrifying visage to frighten and age their foes, or possess them and take control of their bodies. Ghosts are usually encountered only by creatures in a like state, although they can be seen by non-ethereal creatures. The supernatural power of a ghost is such, however, that the mere sight of one causes any humanoid being to age 10 years and flee in panic for 2-12 (2d6) turns unless a saving throw versus spell is made.

Ghosts can attack with their withering touch, which deals necrotic damage and reduces the target’s hit point maximum. This effect can kill the target if it reduces its hit point maximum to 0. A humanoid slain in this way becomes a ghost that is bound to the service of the ghost that killed it.

Ghosts can also possess one humanoid that they can see within 5 feet of them. The target must succeed on a 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.

Ghosts can be harmed by magic weapons, spells that affect undead or ethereal creatures, or effects that turn undead. They can also be banished by resolving their unfinished business or giving them a proper burial. Some ghosts can be appeased by offering them something they valued in life or fulfilling their last wishes.

Habitat / Society

Ghosts are usually found in places that have a strong connection to their former lives, such as their homes, graves, or sites of their deaths. They can also be bound to objects or creatures that have a significant meaning to them, such as heirlooms, relics, or loved ones. Ghosts can haunt any climate or terrain, but are more common in places that have a history of violence, tragedy, or evil.

Ghosts are usually solitary creatures, as they are often tormented by their own memories and emotions. However, some ghosts can form alliances or rivalries with other ghosts, especially those that share a common cause or enemy. Ghosts can also interact with other undead or ethereal creatures, such as specters, wraiths, or banshees. Some ghosts can even command or create other ghosts, such as ghost dragons or ghost brutes.

Ghosts have no society or culture of their own, as they are bound by the remnants of their former lives. They can speak any languages they knew in life, and may retain some of their former beliefs, values, or habits. However, some ghosts may lose their sense of identity or morality over time, becoming more twisted and malevolent.

Ecology

Ghosts have no role in the natural order, as they are unnatural creatures that defy the cycle of life and death. They are often seen as abominations or curses by the living, and are feared and shunned by most creatures. Ghosts have no allies or enemies among the living, except those that have a personal connection to them.

Ghosts have no impact on the environment, as they do not consume any resources or produce any waste. They can exist indefinitely, unless they are destroyed or released from their bonds. Ghosts can also affect the environment in subtle ways, such as creating cold spots, eerie sounds, or flickering lights. Some ghosts can also manipulate the environment to suit their whims or needs, such as creating illusions, moving objects, or altering the weather.

Ghosts have no natural predators or prey, as they are immune to most forms of harm and do not need to feed. However, some ghosts may prey on the life force of living creatures for their own amusement or satisfaction. Ghosts can also be hunted by those who seek to destroy them or exploit them for their power. Some examples of ghost hunters are clerics, paladins, necromancers, exorcists, or adventurers.