Undead

GHOST

gh.png
gh.png

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.

Add To Cart