Archives of Nethys

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Template Grafts | Universal Monster Rules


Source Alien Archive 2 pg. 58
Ghosts can have many different forms.
Required Creature Type: Undead (incorporeal).
Traits: Darkvision 60 ft.; fly 60 ft. (Su, average), corrupting touch (see ghost entry, number of damage dice equal to ghost’s CR), rejuvenation (see ghost entry), special attacks (CR 3+, see below); Perception, Stealth as master skills.
Attack: A ghost gains a number of special attacks equal to one-third its CR (rounded down), selected from the list below. Additional ghost abilities beyond these can be designed at the GM’s discretion. The save DCs of all these abilities are determined by the ghost’s CR and array.

Corrupting Gaze (Su): The ghost has a gaze ability with a range of 30 feet that deals 1d4 Charisma damage plus 1d10 cold damage per 3 CR (a Fortitude save negates the Charisma damage, but not the physical damage).

Digital Distortion (Su): The ghost can merge its body with a single transmission or digital recording as a move action. While possessing a transmission or recording, the ghost can’t be targeted by any spells or attacks, and cannot perform any offensive actions. The ghost can change the contents of the transmission or digital recording at will, usually using this power to frighten listeners; the message returns to its original state as soon as the ghost ends the digital distortion. At CR 10 or higher, whenever an intelligent creature listens to a transmission or recording that the ghost has distorted, the ghost can use a standard action to teleport to the location of that creature, as interplanetary teleport. Destroying the distorted message forces the ghost to end its digital distortion, and the ghost is unable to use its digital distortion special attack again for 24 hours.

Digital Domination (Su): The ghost can spend a standard action to attempt to hack into a computer, with a total Computers skill bonus equal to its CR + its Charisma modifier. If the ghost is successful, it can use or manipulate any of the programs and information on the machine from any distance, with the sole exceptions of secured data modules and granting root access, regardless of physical limitations and language barriers. A ghost can dominate only one computer at a time.

Draining Touch (Su): As a standard action, the ghost can make a single melee attack against EAC. On a hit, this attack drains 1d4 points from any one ability score of its choice, and it recovers a number of Hit Points equal to 5 + 5 per 5 CR. Once a target has been affected by this attack, it cannot be affected again for 24 hours.

Frightful Moan (Su): The ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot radius of the ghost must succeed at a Will save or become frightened for 2d4 rounds. Ghosts of CR 10 or higher cause creatures that fail the save to gain the paralyzed condition for 1 round. Ghosts of CR 15 or higher also cause creatures that fail the save to gain the cowering condition for 1d4 rounds. This is a hearing-dependent, mind-affecting fear effect. A creature that successfully saves against frightful moan cannot be affected by the same ghost’s moan for 24 hours.

Malevolence (Su): The ghost can spend 1 Resolve Point as a standard action to merge its body with a creature on the Material Plane. This ability functions like dominate person (caster level = ghost’s CR + its Charisma bonus), except the ghost must be adjacent to its target and must succeed at a melee attack against EAC. The ghost does not need to know a common language to direct its victim. The ghost is fully subsumed into the target’s body and can perform only mental actions, but it is immune to damage until it leaves (either voluntarily, when forced out by magic, or when the host falls unconscious). Leaving a controlled creature voluntarily is a move action. The ghost can affect only one creature with its malevolence at a time. The target can resist this attack with a successful Will save. A creature that successfully saves is immune to that same ghost’s malevolence special attack for 24 hours.

Static Aura (Su): The ghost gains an aura that disrupts items. Each attended item within the aura must succeed at a Fortitude saving throw or gain the broken condition for as long as it remains within the aura. Unattended objects receive no saving throw and cease functioning entirely. The range of the aura is 5 feet plus another 5 feet per 3 CR. An item that successfully saves cannot be affected by the same ghost’s aura for 24 hours.

Tech Haunt (Su): As a standard action, the ghost can spend 1 Resolve Point to possess an inanimate technological object, as if it were using the malevolence special attack. While within an object, the ghost cannot take any actions except those that would manipulate the object within its intended function (such as moving a crane or driving a vehicle). The ghost must roll any attack rolls or skill checks that its actions would normally require. An object in a creature’s possession can attempt a Will save to negate this effect. An object that successfully saves is immune to that same ghost’s tech haunt special attack for 24 hours.

Telekinesis (Su): The ghost can spend 1 Resolve Point to cast the spell telekinesis as a standard action (caster level equal to the ghost’s CR).