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Pathfinder

Compendium

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Ghost

This spectral, horrifying figure glides silently through the air, passing through solid objects as if they didn't exist.

When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Although ghosts can be any alignment, the majority cling to the living world out of a powerful sense of rage and hatred, and as a result are chaotic evil—even the ghost of a good or lawful creature can become hateful and cruel in its afterlife.

More than most of the monsters in this book, a ghost benefits from a strong and detailed backstory. Why did this character become a ghost? What are the legends surrounding the ghost? An encounter with a ghost should never happen completely out of the blue—there are plenty of other incorporeal undead like wraiths and spectres to fill that role. A proper encounter with a ghost should be a climactic scene after a lengthy period of tension building with lesser minions or manifestations of the undead spirit. The sample ghost above is that of a human princess who was murdered by an unfaithful lover—after she confronted him, he murdered her by wrapping her in chains and throwing her into the castle well, where she drowned. The ghost's abilities were selected to fit this backstory, and it shows how potent a villain you can create with a simple NPC class. Applying the template to creatures with class levels or creatures with significant racial abilities can create even more powerful ghosts.

When a ghost is created, it retains incorporeal “copies” of any items that it particularly valued in life (provided the originals are not in another creature's possession). The equipment works normally for the ghost but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures, but any such attack deals only half as much damage (50%) unless it is a ghost touch weapon. A ghost can use shields or armor only if they have the ghost touch quality.

The original items remain behind, just as the ghost's physical remains do. If another creature seizes the original, the incorporeal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place (and thus regain the item's use).

Creating a Ghost

“Ghost” is an acquired template that can be added to any living creature that has a Charisma score of at least 6. A ghost retains all the base creature's statistics and special abilities except as noted here.

Challenge Rating: Same as the base creature +2.

Type: The creature's type changes to undead. Do not recalculate the creature's base attack bonus, saves, or skill points. It gains the incorporeal subtype.

Armor Class: A ghost gains a deflection bonus equal to its Charisma modifier. It loses the base creature's natural armor bonus, as well as all armor and shield bonuses not from force effects or ghost touch items.

Hit Dice: Change all of the creature's racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. Ghosts use their Charisma modifiers to determine bonus hit points (instead of Constitution).

Defensive Abilities: A ghost retains all of the defensive abilities of the base creature save those that rely on a corporeal form to function. Ghosts gain channel resistance +4, darkvision 60 ft., the incorporeal ability, and all of the immunities granted by its undead traits. Ghosts also gain the rejuvenation ability.

Speed: Ghosts lose their previous speeds and gain a fly speed of 30 feet (perfect), unless the base creature has a higher fly speed.

Melee and Ranged Attacks: A ghost loses all of the base creature's attacks. If it could wield weapons in life, it can wield ghost touch weapons as a ghost.

Special Attacks: A ghost retains all the special attacks of the base creature, but any relying on physical contact do not function. In addition, a ghost gains one ghost special attack from the list below for every 3 points of CR (minimum 1—the first ability chosen must always be corrupting touch). The save DC against a ghost's special attack is equal to 10 + 1/2 ghost's HD + ghost's Charisma modifier unless otherwise noted. Additional ghost abilities beyond these can be designed at the GM's discretion.

Abilities: Cha +4; as an incorporeal undead creature, a ghost has no Strength or Constitution score.

Skills: Ghosts have a +8 racial bonus on Perception and Stealth skill checks. A ghost always treats Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth as class skills. Otherwise, skills are the same as the base creature.

Attributes

Ghost

CR 7

  • XP

    3,200
  • Human ghost aristocrat 7
  • Ce Medium Undead (Augmented Humanoid, Incorporeal)
  • Init

    +5;

    Senses

    Darkvision 60 Ft.;Perception +18
  • DEFENSE

  • AC

    17, touch 17, flat-footed 15 (+1 Dex, +1 Dodge, +5 Deflection)
  • hp

    73(7d8+42)
  • Fort

    +7,

    Ref

    +5,

    Will

    +7
  • Defensive Abilities

    Channel Resistance +4, Incorporeal, Rejuvenation;

    Immunities

    Undead Traits;
  • OFFENSE

  • Speed

    Fly 30 Ft. (Perfect)
  • Melee

    Corrupting Touch +6 (7d6, Fort. Dc 18 Half)
  • Special Attacks

    Frightful Moan (Dc 18)
  • STATISTICS

  • Str

    0,

    Dex

    12,

    Con

    0,

    Int

    10,

    Wis

    11,

    Cha

    20
  • Base Atk

    +5;

    CMB

    5;

    CMD

    22
  • Feats

    Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness,
  • Skills

    Fly +9 Knowledge (history) +10 Knowledge (nobility) +10 Perception +18 Sense Motive +10 Stealth +9 ;

    Racial Modifiers

    +8 Perception, +8 Stealth
  • Languages

    Common
  • ECOLOGY

  • Environment

    Any
  • Organization

    Solitary
  • Treasure

    Npc Gear