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.

Base Creature HD New CR New CP Bonus New HP New DC
1 3 2 10 16
2 4 2 20 17
3 5 3 30 18
4 6 3 40 19
5 7 4 50 20
6 8 4 60 21
7 9 5 70 22
8 10 5 80 23
9 11 6 90 24
10 12 6 100 25

Ghost

CR [table], N [base size] Undead

Senses: Perception [base +8], Darkvision 60

Speed: fly 30 ; Skills: Stealth [base +8], Investigation [base +8], Other skills are the same as base

Languages: [base]

Ability Scores: Str [base], Dex [base], Con --, Int [base], Wis [base], Cha [base +4]

Saving Throws: Str [base], Dex [base], Con --, Int [base], Wis [base], Cha [base +2]

INIT: [base]  CP: [base]  HP: [table]  SA: --  DC: [table]

Material AC: [10 + Size + Dex Bonus + Cha Bonus] Touch: [same as regular AC] Flat-footed: [10 + size bonus]

SR: --  Vulnerable: Good 1  Resistant: Piercing 5, Bludgeoning 5  Bypass: Magical Weapons, Silver, Force

Immunity: Bleed, Poison, Necrotic, Psychic, Weapons   Effect Immunity: Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Paralysis, Ability Damage, Sleep, Stun, Suffocation, Starvation, Necromancy Effects, Fall Damage, Grapple, Trip, Touch-Based Traps

QUALITIES

Ethereal AC (su) - The ghost has a two AC scores, one for ethereal creatures and one for material creatures. Its ethereal AC is equal to the AC of the base creature.

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.

Incorporeal (ex) - An incorporeal creature can enter or pass through solid objects. It can sense the presence of creatures or objects within a square adjacent to its current location. Incorporeal creatures pass through and operate in water as easily as they do in air. An incorporeal creature cannot pass through a force effect. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. Nonvisual senses, such as scent and blindsight, are ineffective against it.

Rejuvenation (su) - This creature only remains destroyed for 2d4 days. After this time, the undead spirit reforms where it was destroyed, fully healed. The only way to permanently destroy a Ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace.

ACTIONS

Etheral Attacks: Same as Base Creatures

The ghost has 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.