Ghost

Level 4
Creature· ghostMediumRemaster
AC
20
HP
30
Speed
0 ft.
Perception
+10
Fort
+8
Ref
+11
Will
+8
Immunities death-effects, disease, paralyzed, poison, precision, unconscious, bleed
Resistances all-damage 5
Languages common
Senses darkvision
Skills stealth +12
Other Speeds fly 25 ft.
Recall Knowledge DC 19 (occultism, religion)

Attacks

Melee Ghostly Hand +13 (agile, finesse, magical), Damage 2d6+2 mental

Abilities

Site Boundinteraction

A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.

Rejuvenation

Setting right the injustice that led to the commoner's death allows it to move on to the afterlife.


When a ghost is destroyed, it re-forms after within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone determines the reason for its existence and sets right whatever prevents the spirit from resting.

Void Healing
Frightful Moan

The ghost laments its fate, forcing each living creature within 30-foot area to attempt a DC 21 will save. On a failure, a creature becomes Frightened 2 (or Frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.

The ghost commoner is an ordinary person who believes they died unjustly.


When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life.