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There is a Legacy version here.

Hungry Ghost

Hungry ghosts arise from those who didn't receive proper burials or whose graves were neglected. They are not bound to a site or item but are compelled to see opportunities to commit good deeds in hopes of gaining favors that can aid them in achieving a final rest. Their need to feed on living energy often conflicts with this goal, however.

Recall Knowledge - Undead (Religion): DC 22
Recall Knowledge - Spirit (Occultism): DC 22
Unspecific Lore: DC 20
Specific Lore: DC 17

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Hungry GhostCreature 7

Medium Ghost Incorporeal Spirit Undead Unholy 
Source Monster Core 2 pg. 160
Perception +15; darkvision
Languages Common, Necril; one other language
Skills Deception +16, Diplomacy +16, Ghost Lore +20, Religion +17
Str -5, Dex +5, Con +0, Int +4, Wis +5, Cha +4
Living Visage While they have more than 30 HP, the hungry ghost appears to be a living creature. They have an automatic result of 34 on Deception checks and DCs to conceal their undead status and can Feed on the Living covertly (below).
Ravenous Undoing In each 24-hour period, the hungry ghost must use Feed on the Living to consume 30 HP (any HP the ghost would gain count toward this total, even if the ghost has enough HP that they don't actually regain the full amount). If the ghost hasn't consumed enough HP, they mindlessly and recklessly feed on any living creature they come across until satiated.
AC 25; Fort +14, Ref +17, Will +17
HP 80 (rejuvenation, void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
Rejuvenation (divine) When a hungry ghost is destroyed, they reform after 2d4 days fully healed at the location where they were last destroyed. They're only permanently destroyed when they have been given a proper burial, have had their grave cleaned and maintained for at least a year, or have been judged to be redeemed by Pharasma.
Speed fly 25 feet
Melee [one-action] ghostly touch +19 [+15/+11] (agile, finesse, magical, unarmed), Damage 2d8+2+4 voidFeed on the Living [two-actions] (divine, void) The hungry ghost touches a living creature in reach to steal its life force. If the ghost is in their living visage, they can disguise Feed on the Living as a benign touch and delay the effects for up to 1 minute while keeping the target unaware of the effect. A creature can be affected by only one delayed Feed on the Living at a time, and if the ghost loses their living visage during that minute, the delayed effect is lost. When Feed on the Living takes effect, the target takes 2d8+4 void damage, depending on the result of its DC 26 Fortitude save.
Critical Success The target's life energy overpowers the ghost. The hungry ghost takes 5 vitality damage, and the target is unaffected.
Success The target takes half damage, and the hungry ghost regains HP equal to the damage dealt.
Failure The target takes full damage and is enfeebled 1 for 1 minute, and the hungry ghost regains HP equal to the damage dealt.
Critical Failure The target takes double damage and is enfeebled 2 for 1 minute, and the hungry ghost regains HP equal to the damage dealt.

Sidebar - Additional Lore Unremembered, Unmourned

A ghost is driven by an all-consuming need, connected to their death but often unclear to the ghost themself. Fragments of their previous life still bind to the ghost's identity, but they become shrouded or twisted in service of the ghost's death energy. They pull the ghost toward committing horrific and vengeful acts, like invisible marionette strings clutched by a sinister force. This disconnect means the ghost is rarely helpful to those who hope to set it to rest, forcing them to seek out clues from the environment or other creatures' recollections. Even a hungry ghost, compelled to commit good deeds, is helpless to keep control against their need to feed.

All Monsters in "Ghost"

NameLevel
Ghost Commoner4
Ghost Mage10
Ghost Pirate8
Ghostly Mob8
Hungry Ghost6

Ghost

Source Monster Core pg. 160 1.1
When some mortals die through tragic circumstances or without closure, their souls can linger and haunt a locale significant to them in life.

Creating a Ghost

You can also use the following guidelines to turn living creatures into ghosts. Increase the creature's level by 2 and change its statistics as follows.
  • Increase AC, saves, Perception, DCs, and skill modifiers by 2. Increase the most appropriate melee attack modifier by 4 to become ghostly hand (described below), and increase all other attack modifiers by 2.
  • A ghost has a Strength modifier of –5 and a Constitution modifier of +0.
  • Do not modify the ghost's Hit Points due to its new level.

Ghost Abilities

A ghost gains the ghost, incorporeal, spirit, and undead traits. Many become unholy. The base creature loses any traits that represented its life as a living creature, such as human and humanoid, and any abilities or traits that rely on it being a living, corporeal creature. You might also need to adjust some abilities that conflict with the theme of a ghost. All ghosts gain the following abilities.

Darkvision
Site Bound A typical ghost can stray only a short distance from where it was killed or the place it haunts. A typical limit is 120 feet. Some ghosts are instead bound to a room, building, item, or creature that was special to it rather than a location.
Rejuvenation (divine) When a ghost is destroyed, it re-forms after 2d4 days within the location it's bound to, fully healed. A ghost can be permanently destroyed only if someone sets right whatever prevents the spirit from resting.
Void Healing
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious Resistances all damage 5 (except force, ghost touch, spirit, or vitality; double resistance to non-magical). This resistance increases to 10 at 9th level and 15 at 16th level.
Fly Speed equal to its Speed
Ghostly Hand All ghosts have a ghostly hand unarmed attack that deals void damage. It typically has the agile, finesse, and magical traits. Some ghosts wield ghostly memories of weapons they held in life, but the effect is the same.

Special Abilities

Select one or two of the following abilities, or potentially three if the ghost is 9th level or higher. These should relate to the ghost's death or its history. You can also create new abilities or adapt those from monsters or classes. For DCs, use the high spell DC of the ghost's level.

Corrupting Gaze [two-actions] The ghost stares at a creature it can see within 30 feet. The target takes 1d6 void damage plus 1d6 for every 2 levels the ghost has with a basic Will save. A creature that fails its save is also stupefied 1 for 1 minute.
Draining Touch [two-actions] With a touch, the ghost attempts to drain a living creature's life force. It makes a ghostly hand Strike but deals no damage on a hit. Instead, the target becomes drained 1 for 1 day, and the ghost regains HP equal to half its own level.
Frightful Moan [one-action] (auditory, divine, emotion, fear, mental) The ghost laments its fate, forcing each living creature within 30 feet to attempt a Will save. On a failure, a creature becomes frightened 2 (or frightened 3 on a critical failure). On a success, a creature is temporarily immune to this ghost's frightful moan for 1 minute.
Inhabit Object [one-action] The ghost possesses an object of size Large or smaller within 20 feet, making it an animated object. This animated object's level can be no higher than the ghost's level – 2. If the target object is being held by a creature, the bearer can attempt a Will save to prevent the possession. This possession ends when the object is destroyed or the ghost leaves it. At this point, the ghost reappears in the object's square and can't Inhabit an Object again for 1d4 rounds.
Malevolent Possession [two-actions] The ghost attempts to possess an adjacent corporeal creature. This has the same effect as the possession spell, except since the ghost doesn't have a physical body, it is unaffected by that restriction of the spell.
Telekinetic Assault [two-actions] (divine) The ghost cries out in pain and anguish as small objects and debris fly about in a 30-foot emanation. Creatures in this area take 1d6 bludgeoning damage + 1d6 per 2 levels the ghost has, with a basic Reflex save.

Shelyn's Corner

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