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GHOST

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GHOST

7.00

Medium evil sentient humanoid spirit (7d6)

Spectral figures who haunt the living.

STR 0 (0d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6) 
CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)MAG 21 (6d6)

MELEE DEFENCE 14
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 14

HEALTH 21
SOAK 4 (incorporeal); VULN none
IMMUNE all physical conditions

INITIATIVE 7d6
PERCEPTION 7d6 superior darksight, lifesense
SPEED 7; CLIMB 4; JUMP 20'/0'
CARRY 60lb (max lift 0lb)

REACH 5-ft
ACTIONS 2

Icy Touch 4d6 (2d6+0 damage)
Telekinesis 6d6 (3d6 damage; range 11)
Unearthly Keen 7d6 (4d6+4 damage)

Skills combat 10 (4d6), perception 3 (2d6), movement 28 (7d6), tactics/reactions 3 (2d6), social skill 4 (2d6), magical skill 1 (1d6)

Banishment. Like most spirits (see spirit traits for more details), ghosts are extrmeeml hard to damage; and even when dispersed, they return the following day. However, every ghost has unfinished business - a task which, if fulfilled, permanently destroys the ghost. That task can be something trivial, or it might be almost impossible, but the task always exists.

Chill aura. Ghosts have a chill aura that can be felt out to 60'. Within 10' the aura causes 1d6 cold damage to any who begin their turn in it.

Telekinesis. A ghost's telekinesis attack allows it to fling nearby objects at its foes.

Unearthly keen.  A ghost can emit an unearthly wailing keen whichmakes a mental atack against all who can hear it. Those successfully hit by the attack are made Afraid. For each victim successfully attacked in this way, the ghost recovers 1d6 HEALTH.

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