Upheaval

Ghost Template


Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily after death. A ghost resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered. "Ghost" is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.

Stats

A ghost uses all the base creature's statistics except as noted here.

Movement

Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed. An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies and the creature both have total cover. Incorporeal creatures pass through and operate in water as easily as they do in air. An incorporeal creature cannot pass through a force effect.

Immunities, Vulnerabilities, and Resistances

Manifestation (Su)

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. 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.

Attacks

A ghost retains all the attacks and damage of the base creature, although these only work against ethereal creatures. The ghost also gains one to three of the special attacks described below. On all touch attacks, ghosts use their strength modifier against ethereal creatures, but their dexterity modifier against corporeal ones.

Corrupting Gaze (Su) (Gaze Attack)

A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost's gaze must succeed on a Constitution save or take 2d10 points of damage and 1d4 points of Charisma damage.

Corrupting Touch (Su)

A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage.

Draining Touch (Su)

A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 10 points of damage to itself.

Frightful Moan (Su) (Sonic, mental effect)

A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Wisdom save or become frightened (level 3) for 2d4 rounds. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.

Horrific Appearance (Su)

Any living creature within 60 feet that views a ghost must succeed on a Constitution save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost's horrific appearance for 24 hours.

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, 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 Wisdom 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 and takes possession of it.

Telekinesis (Su)

A ghost can use telekinesis as a standard action. When a ghost uses this power, it must wait 1d4 rounds before using it again.