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punishment. They otherwise have the same memories and personality they did when they were alive.
CREATING A GHOST
MONSTERS
“Ghost” is a template that can be applied to any living humanoid creature (referred to hereafter as the character). The creature’s type changes to outsider (incorporeal). It uses all the character’s statistics and special abilities except as noted here. Speed: When incorporeal, a ghost can fly at a speed of 30 ft. (good). AC: When incorporeal, a ghost gains a deflection bonus to AC equal to its Charisma modifier (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). Attacks: An incorporeal ghost has no natural ability to affect material creatures. Certain feats can allow a ghost to manifest fully (and therefore use material weapons at the attack bonus it had as a character) or harm a material creature in various ways. Special Qualities: A ghost retains all the special qualities of the character and gains those described below. Low-Light Vision (Ex): A ghost can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. It retains the ability to distinguish color (in a limited fashion; see Ectoplasmic Body, below) and detail under these circumstances.
CHAPTER 5:
Burn (Ex): Those hit by a fire spectre’s incorporeal touch attack must succeed on a Reflex save (DC 12) or catch fire. The flame burns for 1d4 rounds (see Catching on Fire in Chapter 3 of the DUNGEON MASTER’s Guide). A burning creature can take a move-equivalent action to put out the flame. Creatures hitting the fire spectre with natural weapons or unarmed attacks take fire damage as though hit by the spectre and also catch fire unless they succeed on a Reflex save. Illumination (Ex): A fire spectre’s presence automatically suspends nearby magical darkness or deeper darkness as if a daylight spell had been cast, although the creature does not shed a significant amount of light. Incorporeal: A fire spectre can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. The creature has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A fire spectre can pass through solid objects, but not force effects, at will. Its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. A fire spectre always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. Undead Traits: Immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, death effects, necromantic effects, and any effect that requires a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, energy drain, or death from massive damage. A fire spectre cannot be raised, and resurrection works only if it is willing. The creature has darkvision (60foot range).
GHOST (TEMPLATE)
A ghost is the semitangible soul of a creature that has died. Instead of a physical body made of muscle, bone, and blood, it has a ghost body made of transparent ectoplasm. Ghosts are not undead, although they are often mistaken for undead by the truly ignorant. They do not need to eat (although they can if they want to) or sleep as they did when alive. When a ghost is wounded, it leaks ectoplasm like a living creature leaks blood. In general, a ghost appears as it did at the moment its physical body died, although some ghosts learn how to reshape their ectoplasm and alter their appearance. A ghost body is made of transparent ectoplasm, and an alert observer can easily recognize the identity of the ghost and that the ghost is not a physical person. Most ghosts try to get their bodies raised from the dead (which causes the ghost to merge with the physical body) or search for whoever was responsible for their death, while others become ghosts willingly to pursue some goal or escape some terrible
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