PDA

View Full Version : Ghost NPCs



GoodPilgrim
2013-10-06, 03:33 PM
Giantitp community! This is a call for aid! :smallsmile:

As the title suggests, I'm looking for ghost NPCs. That, my friends, is the only restriction. In the comments section below, please place as many ghost NPCs as you so please. They can be anywhere from a Level 1 human commoner named Daisy who died searching for a lost cow and won't rest until the cow is safely home, to a Level 20 kobold wizard named Fiercrath who seeks to dominate all the planes while in a ghostly form.

Here's how it'll work: Upload your ghost (also allowed are Frostfell Ghosts, etc.) into the comments section including the ghost's name, short backstory (i.e. how he/she will finally rest), and any other information you deem necessary. My hope is to create a database here for any DM down the line who might want a haunted mansion to populate or some such thing, and he wants a whole lot of flavor without having to do a whole lot of work.

So get started! I'd like to see dead people!

Thanks!:biggrin:

Deca4531
2013-10-06, 04:52 PM
the concept in interesting but very narrow and unlikely to be useful to enough people to justify what it is your asking on people.

as far as a mansion, i would imagine most ghosts would probably be rich people so i doubt they were chasing cows, probably died of drugs, gluttony or assassination.

it almost sounds like your looking for quest ideas that a ghost might offer.

GoodPilgrim
2013-10-08, 10:05 AM
Thanks for the feedback!

The haunted mansion is only an example. Really, I was hoping that people who may have created ghosts or have ideas for various ghosts could post them here so that, should there be a need for a DM to pick out a ghost (for a mansion, a graveyard, or what-have-you) would have several at his fingertips, with plenty of flavor already inserted into them.

I don't have prizes to give - only my thanks and appreciation and the hope that participation will be enjoyable.

Fax Celestis
2013-10-08, 10:43 AM
Illumina Mitternacht (Ghost 3 (http://www.wizards.com/default.asp?x=dnd/sp/20040117a)/Hexblade 6/Ephemeral Exemplar 1)
Size/Type: Medium Undead (Augmented Humanoid)
Hit Dice: 7d12 (45 hp)
Initiative: +2
Speed: 30'; fly 30' (perfect)
Armor Class: 27, touch 20, flat-footed 25 (+7 armor, +8 deflection, +2 Dex)
Base Attack/Grapple: +6/--
Attack: ghost touch longsword +2 +9 (1d8+2; 19-20/x2)
Full Attack: ghost touch longsword +2 +9/+4 (1d8+2; 19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: corrupting gaze (2d10 + 1d4 Cha, DC 20), frightful moan (DC 20), hexblade's curse (DC 22), spellcasting
Special Qualities: dark companion, mettle, resistance, undead traits
Saves: Fort +9 (+16 vs spells), Ref +11 (+18 vs spells), Will +16 (+23 vs spells)
Abilities: Str 13, Dex 14, Con —, Int 16, Wis 14, Cha 24
Skills: Bluff +13, Concentration +6 (+10 when casting defensively), Hide +10, Intimidate +13, Listen +8, Knowledge (Arcana) +7, Knowledge (History) +5, Knowledge (Religion) +3, Knowledge (The Planes) +3, Move Silently +10, Profession (Sailor) +6, Search +8, Spellcraft +7, Spot +8, Use Magic Device +9
Feats: Ghostly Grasp, Lifesense, Quicken Manifestation, Improved Turn Resistance, Combat Casting (B)
Challenge Rating: 7
Equipment: Combat gear plus chain shirt +3, cloak of charisma +2, hexbands, memento magica (1st), arcanist's gloves, eternal wand of inflict light wounds, feather token (boat)
Alignment: Lawful Neutral
Advancement: by character class Favored Class: hexblade
Level Adjustment: —

Illumina was once a sailor. She was once a mother and a wife. But all of that was taken from her by...by fate? Chance? She's not certain anymore. All she knows is that her family was slain and the ship she sailed on burnt at the hands of a crew of a ghost ship. Raiding skeletons, zombies, and ghosts, led by a seafaring lich, raided her ship and tore all that was living on the ship into pieces, including her own daughter.

Illumina, infuriated by this occurrence, vowed her revenge with her dying breath. Sal-Teneb, seeing her conviction and her plight, took pity upon her and blessed her with the very gift he had also given to the raiders: undeath.

When Illumina awoke, underwater in the midst of a burnt-out shell of a ship and incorporeal, she panicked momentarily before calming herself. She realized that her current state would not only allow her the lifespan with which to fulfill her vow, but also grant her the ability to defeat the ghostly pirates that had beset her ship.

She took time at the bottom of the ocean perfecting her abilities, quickly learning that not only did she possess a ghost's incorporeality, but she also possessed the ability to hex her foes--and, unlike most ghosts, she found she could manipulate material objects. She took what she could from the ship's grave, blessed her fallen husband and daughter, and ventured outwards in search of those who had destroyed her life.

==========

Dark Companion (Su): Illumina is accompanied by a ghostly raven, an omen of death and despair. It is inexorably bound to her and follows her orders without question.

Any enemy adjacent to Illumina's raven takes a –2 penalty on its saves and to its AC. Illumina's raven uses her speeds, and it acts during her turn each round. It follows her mental commands perfectly.

Her dark companion has no real substance, and thus can't attack or otherwise affect creatures or objects. It occupies a 5-foot space. Even though any creature can enter the raven's 5-foot space without restriction, it must occupy its own space in order to have any effect on enemies. It is immune to any damage or other effects that might harm creatures, though it can be dispelled or suppressed just like a spell effect. The raven is treated as a 2nd level spell. If it is dispelled, it automatically reforms at Illumina's side 24 hours later. The raven can't create flanking situations, nor does it provoke attacks of opportunity from movement, because enemies automatically recognize it as an illusion.

If it is more than 120 feet from Illumina at the start of her turn, or if she ever loses line of effect to it, it instantly reappears adjacent to her.

Ethereal (Ex): Illumina is an ethereal creature. On the Ethereal Plane, she is solid and uses the same natural armor bonus on the Ethereal Plane as she did when she was alive. Furthermore, she can interact normally with other creatures on that plane, and her attacks and spells function normally against them.

Like all ethereal creatures, a ghost is invisible to and cannot interact with creatures on the Material Plane, nor can material creatures harm her (but see manifestation, below). If somehow bodily transported to the Material Plane (with a plane shift or gate spell, for example) she can physically interact with other material creatures because she is solid, but she cannot manifest or return to the Ethereal Plane without magic.

A ghost is native to both the Ethereal and the Material Planes, so she is not considered extraplanar when on either of those planes.

Corrupting Gaze (Su): Illumina can blast living beings with a glance at a range of up to 30 feet. Any creature that meet the ghost's gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Ghost Skills: Ililani enjoys a +4 racial bonus to Hide, Listen, Search, and Spot checks.

Fly (Ex): On the Ethereal Plane, Illumina has a fly speed of 30 feet, with perfect maneuverability, though she can also move at same rate she did while alive. Illumina flies as an incorporeal creature with a speed of 30 feet (again with perfect maneuverability).

Frightful Moan (Su): Illumina can emit a frightful moan as a standard action. Each living creature within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This ability is a sonic, necromantic, mind-affecting, fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost's moan for 24 hours.

Hexblade's Curse (Su): Twice per day, as a free action, Illumina can unleash a curse upon a foe. The target must be visible to Illumina and within 60 feet. The target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 hour thereafter. A successful Will save (DC 21) negates the effect.

Manifestation (Su): Illumina can partially enter the Material Plane from the Ethereal Plane at will. Doing so which makes her visible to creatures on the Material Plane, though she remains incorporeal with respect to them. However, she also remains partially on the Ethereal Plane, where she is not incorporeal. Opponents on either the Material Plane or the Ethereal Plane can attack a manifested ghost. The ghost's incorporeality helps to protect her from foes on the Material Plane because of the 50% incorporeal miss chance that applies to attacks from such creatures, but she has no such protection from foes on the Ethereal Plane.

When manifested, Illumina can attack with a ghost power (see below) that requires a touch attack or with a ghost touch weapon. Spells cast by Illumina affect both ethereal and material targets normally, except for those that rely on touch, which work only on ethereal targets.

Mettle (Ex): Illumina can resist magical and unusual attacks with great willpower or fortitude. If she makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), she instead completely negates the effect.

Resistance (Su): Illumina gains a bonus equal to her Charisma bonus (typically +7) on saving throws against spells and spell-like effects.

Spellcasting Illumina casts spells from the hexblade list spontaneously. She knows the following spells: 1st--improvisation, armor lock (DC 18), expeditious retreat. Her memento magica allows her to recover an expended spell slot as a standard action once per day.

Turn Resistance (Ex): Ililani has an effective turn resistance of +9.

Feats: Illumina's Ghostly Grasp feat allows her to wield and use equipment and items as if she were not incorporeal. Her Lifesense feat allows her to see living creatures: a living creature gives off light as a torch. Her Quicken Manifestation feat allows her to become corporeal (but not return to the Ethereal) as a free action.

GoodPilgrim
2013-10-08, 08:47 PM
Fiercrath the Hollow (Wizard 20)
Size/Type: Small Undead (Kobold)
Hit Dice: 20d12 (130 hp)
Initiative: +3
Speed: fly 30' (perfect)
Armor Class: 26 (+3 Dex, +1 size, +4 deflection, +8 bracers), touch 18, flat-footed 23
Base Attack/Grapple: +10/+7
Attack: +5 ghost touch/spell storing – ghost touch/profane quarterstaff +17 (1d4+1/1d4+1/x2)
Full Attack: +5 ghost touch/spell storing – ghost touch/profane quarterstaff +17 (1d4+1/1d4+1/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Frightful moan, horrific appearance, malevolence, manifestation, summon familiar, scry on familiar
Special Qualities: Light sensitivity, rejuvenation, turn resistance +4, undead traits
Saves: Fort +6, Ref +9, Will +13
Abilities: Str 11, Dex 16, Con —, Int 29, Wis 13, Cha 19
Skills: Concentration +23, Craft (trapmaking) +34, Craft (alchemy) +32, Craft (poisonmaking) +32, Decipher Script +32, Hide +15, Knowledge (arcana) +32, Knowledge (nature) +32, Knowledge (nobility and royalty) +32, Knowledge (religion) +32, Knowledge (the planes) +23, Listen +11, Profession (miner) +3, Search +19, Spellcraft +32, Spot +11
Feats: Alertness, Black Lore of Moil, Corpsecrafter, Craft Wondrous Item, Eschew Materials, Fearsome Necromancy, Greater Spell Focus (necromancy), Necromantic Might, Necromantic Presence, Scribe Scroll, Silent Spell, Spell Focus (necromancy), Stitched Flesh Familiar, Transdimensional Spell
Challenge Rating: 22
Equipment: Rod of Undead Mastery (Libris Mortis), Headband of Intellect +6, Goggles of Day (Libris Mortis), Amulet of the Planes, Ring of Spell-Battle (Complete Arcane), Ring of Mind-Shielding, Boots of Teleportation, Bracers of Armor +8, Cape of the Mountebank, Belt of Giant Strength +6, Glove of Storing, Crystal ball with telepathy, spellbooks, sack, masterwork artisan’s tools.
Languages: Draconic, Common, Undercommon, Abyssal, Celestial
Alignment: Lawful Evil
Advancement: By character class
Level Adjustment: +5

Fiercrath was always an outcast in his home village, full of ambition and an attitude of bettering himself above the simple ancestry of his tribe. In his studies, he became more and more interested in the idea of several planes, and thought that he could one day win them all for Kartulmak. And that is what he began to pursue.

As he advanced in his magical studies, he became more and more proficient at the necromantic arts, and he realized that a simple lifetime was not enough to accomplish his task. The idea of becoming a lich intrigued him, but he knew he would still be bound to a mortal form. Instead, he constructed a massive burial chamber for himself underground, surrounded by countless traps and wards, and filled with undead monsters to protect his body, and in the central chamber he drank poison and killed himself. Since his self-made ultimate task of conquering the multiverse had not been fulfilled, his spirit did not rest but rose as a ghost in the ethereal plane, with ethereal duplicates of all the items he was buried with, and from there he works to conquer the various realms, bringing death and undeath everywhere he can with a combination of gate, undead lieutenant, and plague of undead.

Most often he will remain in a merely observational position, watching his horde do its work through his crystal ball, sometimes instructing his lieutenant to call himself Fiercrath to confuse the enemy. Occasionally, though, he will emerge by use of planar shift or his Amulet of the Planes to confront the foe more directly. Other tactics he uses includes capturing authority figures and by means of torture and poison manipulating them – living or dead – to conquer their realms.

When in direct combat, Fiercrath most often uses a combination of death-effect spells and Constitution damaging/draining spells to defeat individual opponents and then to raise them as undead to fight their allies. Since he can control up to 168 HD of undead (20 level x4 +4 Stitched Flesh Familiar x2 Rod of Undead Mastery) (188 HD if he has an undead lieutenant active, he usually has open slots.

- - -

Frightful Moan (Su): Fiercrath can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save (DC 24) or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by Fiercrath’s moan for 24 hours.

Horrific Appearance (Su): Any living creature within 60 feet that views Fiercrath must succeed on a Fortitude save (DC 24) or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by Fiercrath’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, Fiercrath can merge his body with a creature on the Material Plane. This ability is similar to a magic jar spell (CL 20th), except that it does not require a receptacle. To use this ability, Fiercrath must be manifested and must try to move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 19). A creature that successfully saves is immune to Fiercrath’s malevolence for 24 hours, and Fiercrath cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Manifestation (Su): Fiercrath dwells on the Ethereal Plane and, as an ethereal creature, cannot affect or be affected by anything in the material world. When he manifests, he partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. While manifested, Fiercrath can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. He can pass through solid objects at will, and his own attacks pass through armor. He always moves silently.
While manifested, Fiercrath can strike with a touch attack or with a ghost touch weapon. He remains partially on the Ethereal Plane, where he is not incorporeal. He can be attacked by opponents on either the Material Plane or the Ethereal Plane. His incorporeality helps protect him from foes on the Material Plane, but not from foes on the Ethereal Plane.
When not manifested, Fiercrath’s spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When he manifests, his spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. His touch spells don’t work on nonethereal targets.
Fiercrath has two home planes: the Material and Ethereal Planes.

Rejuvenation (Su): If destroyed, Fiercrath will restore itself in 2d4 days with a successful level check against DC 16. The only way to destroy him for certain is to convince him that he has accomplished his purpose.

Turn Resistance (Ex): Fiercrath has +4 turn resistance.

Spells Prepared: (4/7/6/6/6/6/5/5/5/4 – CL 20th, School specialization: Necromancy, schools prohibited: Illusion and Enchantment)
0-level —no light, detect magic, read magic, resistance
1st level — burning rage (DC 20), spirit worm (DC 22), summon undead I, unseen servant, obscuring mist, protection from good, death’s call (DC 22)
2nd level — command undead (DC 23), backbiter (Silent Spell) (DC 22), spectral hand, summon undead II, fox’s cunning, ray of enfeeblement (Silent Spell)
3rd level — fireball, (DC 22), dispel magic, incorporeal enhancement, summon undead III, undead lieutenant, eyes of the zombie
4th level — animate dead, bestow curse (DC 25), summon undead IV, grim revenge (DC 25), damning darkness, seed of undeath (DC 25)
5th level — stop heart (DC 26), summon undead V, night’s caress (DC 26)
6th level — create undead, ray of entropy
7th level — plane shift (DC 26), control undead (DC 28), awaken undead, finger of death (DC 28), antimagic ray (DC 26)
8th level — create greater undead, gutwrench (DC 29), blackfire (DC 29), symbol of death (DC 29)
9th level — vile death, plague of undead, gate, wail of the banshee (DC 30)

Summon familiar – Zincack
Size & Type: Tiny Undead (Lizard)
Hit Dice: 20d12 (65 hp)
Speed: 20 ft., climb 20 ft.
AC: 24 (+2 size, +2 Dex, +10 nat. armor adj.) touch 14, flat-footed 22
Base Attack/Grapple: +10/-2
Attack: Bite +12 (1d4-4)
Full Attack: Bite +12 (1d4-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Deliver touch spells, empathic link, share spells, speak with animals of its kind, speak with master
Special Qualities: Low-light vision, improved evasion, SR 25, undead traits
Saves: Fort +6, Ref +8, Will +13
Abilities: Str 3, Dex 15, Con –, Int 15, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +10, Listen +3, Spot +3
Feats: Weapon Finesse