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GhostCR 4 · Medium Undead · Stat Block & Encounter Builder

Medium undead, Challenge 4. AC 11, 45 hit points.

Armour Class
11
Hit Points
45
Speed
0 ft.
Challenge
4 · 1,100 XP
Alignment
Any Alignment

The card

Stat Block

Medium Undead · Any Alignment

Ghost

AC
11
HP
45
CR
4

10d8 · 0 ft., fly 40 ft., (hover)

Darkvision 60 ft., passive Perception 11

Languages: any languages it knew in life

STRDEXCONINTWISCHA
7 (-2)13 (+1)10 (+0)10 (+0)12 (+1)17 (+3)

Traits

Damage ResistancesAcid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
Damage ImmunitiesCold, necrotic, poison
Condition ImmunitiesCharmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Ethereal SightThe ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal MovementThe 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

Withering TouchMelee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.
EtherealnessThe ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.
Horrifying VisageEach non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
PossessionOne humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

How to actually run it

Tactics

The stat block tells you what it can do. This tells you what to do with it.

1With a 40 ft. flying speed it can stay out of melee reach; a party with no ranged answer will chase it all fight.

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Encounter Difficulty

Encounter Builder

How bad is this fight?

Real DMG maths — XP thresholds by level, and the group multiplier that makes crowds so much worse than the raw total suggests.

Could kill someone — and at high enough numbers, the whole party.

Difficulty

Deadly

8,800 adj. XP · ×2

deadly at 1,600

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Counsel

Ghost, Answered

What is Ghost's challenge rating in D&D 5e?

Ghost is Challenge 4, worth 1,100 XP. Encounter maths multiplies XP by the number of monsters, so a group is deadlier than the raw total — use the calculator on this page.

What are Ghost's stats?

AC 11, 45 hit points (10d8), speed 0 ft., fly 40 ft., (hover). Ability scores: STR 7, DEX 13, CON 10, INT 10, WIS 12, CHA 17.

What is Ghost resistant to?

Ghost is immune to cold, necrotic and poison damage, and resistant to acid, fire, lightning, thunder and bludgeoning, piercing, and slashing from nonmagical weapons. Pick a damage type it does not shrug off.

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