Ghost

Monster Manual (2025) p. 131

Size
Medium
Type
undead
Alignment
neutral
AC
11
Initiative
1
Hit Points
45 (10d8)
Speed
walk 5 ft., fly 40 ft. (hover)
Resistances
acid, bludgeoning, cold, fire, lightning, piercing, slashing, thunder
Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft.
Passive Perception
11
Languages
Common plus one other language
Challenge
4
Environment
underdark, urban
STR
7
−2
DEX
13
+1
CON
10
+0
INT
10
+0
WIS
12
+1
CHA
17
+3

Traits

Proficiency Bonus

+2

Treasure

Any: The monster's treasure hoard can include monetary treasure and any kinds of magic items.

Ethereal Sight

The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane.

Incorporeal Movement

The ghost can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.

Actions

Multiattack

The ghost makes two Withering Touch attacks.

Withering Touch

Melee Attack Roll: +5, reach 5 ft. Hit: 19 (3d10 + 3) Necrotic damage.

Horrific Visage

Wisdom Saving Throw: DC 13, each creature in a 60-foot Cone that can see the ghost and isn't an Undead. Failure: 10 (2d6 + 3) Psychic damage, and the target has the Frightened condition until the start of the ghost's next turn. Success: The target is immune to this ghost's Horrific Visage for 24 hours.

Possession (Recharge 6)

Charisma Saving Throw: DC 13, one Humanoid the ghost can see within 5 feet. Failure: The target is possessed by the ghost; the ghost disappears, and the target has the Incapacitated condition and loses control of its body. The ghost now controls the body, but the target retains awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that specifically target Undead. The ghost's game statistics are the same, except it uses the possessed target's Speed, as well as the target's Strength, Dexterity, and Constitution modifiers. The possession lasts until the body drops to 0 Hit Points or the ghost leaves as a Bonus Action. When the possession ends, the ghost appears in an unoccupied space within 5 feet of the target, and the target is immune to this ghost's Possession for 24 hours. Success: The target is immune to this ghost's Possession for 24 hours.

recharge

D6

Etherealness

The ghost casts the Etherealness spell, requiring no spell components and using Charisma as the spellcasting ability. The ghost is visible on the Material Plane while on the Border Ethereal and vice versa, but it can't affect or be affected by anything on the other plane.

  • At will: Etherealness

Spells

Etherealness [5.5e]

Other data

description

Ghosts arise when living creatures die in a state of extreme emotion or having left an important task undone. These incorporeal spirits haunt locations that are meaningful to them, lingering until their business is complete or they're put to rest. Ghosts typically appear as semitransparent versions of the creatures they were in life, though some bear evidence of the wounds that killed them or have nightmarish distortions to their forms. Many have extreme reactions to actions, objects, or individuals that remind them of emotionally charged aspects of their lives. Particularly desperate or vengeful ghosts might possess the living to fulfill their ends.