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There is a Legacy version here.

Ghostly Mob

When a horrific tragedy results in mass death, the restless spirits of the numerous dead might arise as a ghostly mob. Like other ghosts, ghostly mobs are often unaware they're dead. The spirits trapped within the mob can try to carry out a semblance of their former lives, even though their memories are fragmentary and their forms are insubstantial. This fragmented memory revolves around their last moments in that location, which compels the ghosts to instinctually play out these last moments, sometimes ranging from a few minutes to entire days' worth of time. When one or more of the members of a ghostly mob are forced to confront their undead nature, the spirits lash out in pain and violence.

Recall Knowledge - Undead (Religion): DC 26
Unspecific Lore: DC 24
Specific Lore: DC 21

Elite | Normal | Weak
Proficiency without Level

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

Weak Ghostly MobCreature 7

Uncommon Gargantuan Ghost Incorporeal Troop Undead Unholy 
Source Monster Core 2 pg. 161
Perception +14; darkvision
Languages Common, Necril
Skills Acrobatics +14, Dwelling Lore +14 (applies to the place the mob is bound to), Stealth +16
Str -5, Dex +4, Con +3, Int +0, Wis +4, Cha +4
Site Bound A ghostly mob can stray no farther than 240 feet from where its members were killed.
AC 23; Fort +13, Ref +12, Will +16
HP 85 (4 segments, rejuvenation, void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical); Weaknesses area damage 8, splash damage 8
Rejuvenation (divine) When a ghostly mob is destroyed, it reforms after 2d4 days within the location it's bound to, fully healed. A ghostly mob can be permanently destroyed only if someone sets right whatever prevents the troop from resting.Troop Defenses
Speed fly 25 feet; troop movement
Clutching Hands Frequency once per round [one-action] to [three-actions] Effect The troop attacks enemies in a 5-foot emanation, with a DC 21 basic Reflex save. The damage depends on the number of actions.
[one-action] 1d6+3 void damage
[two-actions] 3d6+6 void damage
[three-actions] 4d6+9 void damage
Frightful Chorus [two-actions] (auditory, divine, emotion, fear, mental) The ghostly mob howls in anguish, sharing the pain of their death with any living creature that can hear them. This painful wailing forces each living creature in a 30-foot emanation to attempt a DC 24 Will save or become frightened 2 (frightened 3 on a critical failure). Regardless of the save result, the creature is then temporarily immune to the troop's Frightful Chorus for 1 minute.

Sidebar - Advice and Rules Echoes Of Tragedy

The specific tragedy that created a ghostly mob might alter its abilities. For example, a ghostly mob spawned from a fire might have Burning Grasp rather than Clutching Hands, which deals fire damage instead of void damage. A ghostly mob created in an earthquake might have Earthshaking Chorus rather than Frightful Chorus, which causes living victims to be slowed for 1 round rather than frightened.

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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