[edit] Common Ghost
| Common Ghost Level 1 Lurker
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| Medium shadow humanoid (undead) XP 100
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| HP 18; Bloodied 9
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Initiative +4
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| AC 12; Fortitude 12, Reflex 11, Will 14
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Perception +8
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| Speed 4, fly 4 (hover)
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| Traits
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| Insubstantial
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| The common ghost takes half damage from any damage source, including ongoing damage.
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| Phasing
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| The common ghost ignores difficult terrain and can move through obstacles and other creatures, but it must end its movement in an unoccupied space.
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| Standard Actions
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Chilling Touch ♦ At-will
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| Attack: Melee 1 (one creature); +4 vs. Reflex
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| Hit: 1d6 + 1 necrotic damage, and the target is weakened until the end of the common ghost's next turn.
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Fearful Presence ♦ Recharge 
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| Attack: Close burst 3 (all enemies in burst); +4 vs. Will
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| 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.
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| Skills ―
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| Str 12 (+1)
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Dex 10 (+0)
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Wis 11 (+0)
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| Con 12 (+1)
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Int 10 (+0)
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Cha 14 (+2)
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| Alignment Any
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Languages Common
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| Equipment —
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[edit] 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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