Ghost

From The Authentic D&D Wiki
Jump to navigationJump to search
Ghost
Species undead
No. Appearing 1
Behaviour benign or malevolent
Range ruin, rural, subterranean, urban
Size 6 ft. tall
Weight 175 lbs. (ethereal)
Intelligence 10 to 14
Armour Class 8
Hit Dice 10
Action Points 5
Max. Stride 3
THAC0 15
Hp/Die d8
Attack Forms touch
Damage 10 to 40 years
Special Attacks afflict others, become ethereal, fear, natural
immunities
, magic jar, silver or magic to hit

Ghosts are haunting and ethereal undead creatures that exist as the lingering spirits of humanoids who have died through an exceptionally horrific act of murder. They appear as semi-translucent, weightless figures that hover with thorough insubstantiality. To some degree, the ghost retains the visage it had in life, though they might also bear the haunting marks of their untimely demise, such as the chains they forged in life, lingering bloodstains, remnants of vegetation from the location where their body was discarded and other eerie indicators of their tragic fate.

Ghost.jpg

These beings can pass through solid objects as if they weren't there and move silently and effortlessly through the world of the living. When present, the atmosphere becomes cold and clammy, and a sense of dread permeates the surroundings. There are ghosts who add to this aura through the rattling of their chains, or the steady blowing of cold drafts, or even the spontaneous manifestation of water covering every surface, should the ghost be associated with a nearby lake or the sea.

The exact details of what sort of horrific death is needed is deliberately left open to the dungeon master. We may presume that an assassination that leaves the body where it can be recovered and given a holy burial would assure that a ghost would not result. But if the individual's body was never recovered, and indeed the fact of death remains unknown — while the victim suffered considerably before death — then we may be certain a ghost would result.

Behaviour

The desires and motivations of a ghost can vary widely depending on the lore, the specific setting, and the circumstances of their death.

Not all are evil. Many ghosts are bound to the Material Plane due to unresolved issues or unfinished business from their past life. They may wish to avenge their death, or deliver a message to loved ones, or merely to have their bones located and given a proper burial — as most commonly, ghosts are the souls of those killed and their bodies hidden away by the murderer.

Some ghosts may not even be aware of their unfinished business but feel an inner turmoil or sense of incompleteness. They seek answers or resolution to find peace and move on to the afterlife. Ghosts might be lonely and seek companionship or interaction with the living. They may be looking for someone to listen to their story or simply yearn for human contact.

In some cases, ghosts are tied to a specific location or object and may want to protect it from intruders or those who would desecrate it. They may wish to atone somehow for their own crimes in life ... and therefore some may act as benevolent or protective spirits, offering guidance and help to the living, particularly in times of danger or decision.

Advantages

Ghosts are tremendously powerful beings, though they are nearly always bound to a single location and cannot extend their powers beyond a small area.

Fear. The mere sight of a ghost is sufficient to cause creatures of 4th level or lower to flee in panic for 5-20 rounds unless a saving throw against paralysation is successful. Higher level characters receive a +1 bonus to their save for every level above 4th. Clerics are immune to the effect of a ghost's fear once they've reached 6th level.

Afflict others. When malevolent, ghosts may attempt to touch its victims, which requires a roll to hit — in such cases, the defender's normal armour class is applied. The ghost's touch ages the victim a total of 5-30 years, which can sap the individual of strength, constitution and dexterity. Should the character be aged past the normal lifespan in this manner, then he or she likewise becomes a ghost.

Magic jar. Alternately, ghosts may attempt to take over the mind of a victim and seize control of the victim's physical body, like the 5th level mage spell, magic jar — though as the ghost's spirit is already separated from its body, there's no requirement for a "jar" to hold the ghost's soul.

The victim is entitled to a saving throw against magic; if this fails, then the ghost has taken possession of his or her body. Thereafter, to drive the ghost out, the victim's body must be reduced to negative hit points or killed — preferably in a manner that the victim can afterwards be returned through death's door or raise dead.

Become ethereal. Because the ghost can phase in and out of the material plane, it can likewise become invisible at will — though true seeing can reveal its location. Ghosts cannot teleport with this ability, but it can move slowly from one place to another. It must visibly manifest, however, to either afflict others or magic jar.

Silver or magic to Hit. Due to their nature, ghosts are only hit by silver or magic weapons, the latter of which need not have a +1 bonus.

Natural immunities. Ghosts are immune to spells that affect the mind, such as sleep and charm, and cannot be touched by cold-based, heat-based, electricity-based, gas-based or acid-based attacks.


See also,
Bestiary
Groaning Spirit
Spectre