Ghost (4e Creature)

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Revision as of 00:38, 2 September 2013 by Marasmusine (talk | contribs) (Actually, if it's a lurker, it needs stealth)
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Common Ghost

Common Ghost
Level 1 Lurker
Medium shadow humanoid (undead)
XP 100
HP 18; Bloodied 9 Initiative +4
AC 12; Fortitude 12, Reflex 11, Will 14 Perception +8
Speed 4, fly 4 (hover)
Traits
Insubstantial
The common ghost takes half damage from any damage source, including ongoing damage.
Phasing
The common ghost ignores difficult terrain and can move through obstacles and other creatures, but it must end its movement in an unoccupied space.
Standard Actions
Basicmelee.png Chilling Touch ♦ At-will
Attack: Melee 1 (one creature); +4 vs. Reflex
Hit: 1d6 + 1 necrotic damage, and the target is weakened until the end of the common ghost's next turn.
Close.png Fearful Presence ♦ Recharge D6 (5).pngD6 (6).png
Attack: Close burst 3 (all enemies in burst); +4 vs. Will
Hit: 1d6 + 2 psychic damage. The target moves it's speed + 2 away from the common ghost, avoiding unsafe, or difficult terrain, if it can, but provokes opportunity attacks.
Skills Stealth +8
Str 12 (+1) Dex 16 (+3) Wis 11 (+0)
Con 12 (+1) Int 10 (+0) Cha 14 (+2)
Alignment Any Languages Common
Equipment
4062628327_2777352e71.jpg
Sewer Ghostie by Cosmarium, on Flickr

Common Ghost Lore

With a successful Religion check.
DC 15: When persons dear to a dead person still live nearby it's soul is often inclined to stay near the grave. When the graveyard is disturbed this soul can take a haunting form and can try to contact near living relatives. It cannot move more than a mile from it's grave during a night and normally returns there before daytime. It doesn't want to show itself to strangers so it can hide itself in a dark place during the day.


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