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Ghost Dwarf

Size
Medium
Type
Undead
Challenge Rating
6
Source
Creature Codex
Alignment
Neutral-Evil
Armor Class
14
Speeds
30, fly 40
Walking Speed
30
Flying Speed
40
Strength Score
4
Dexterity Score
14
Constitution Score
10
Intelligence Score
10
Wisdom Score
14
Charisma Score
15
Saving Throws
Wisdom
Vision
Darkvision (60ft)
Languages Ref
any languages it knew in life
Hit Points
81
Condition Immunities
Charmed, Exhaustion 1, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Resistances
Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Poison Damage

Medium undead, neutral evil


Armor Class 14 (natural armor)

Hit Points 81 (18d8)

Speed 30 ft., fly 40 ft. (hover)


STR
4 (−3)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
14 (+2)
CHA
15 (+2)

Saving Throws Wis +5

Damage Resistances acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 12

Languages any languages it knew in life

Challenge 6 (2,300 XP)

Aura of Defiance. The ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead.

Ethereal Sight. The ghost dwarf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost dwarf can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the ghost dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The ghost dwarf makes three attacks, only one of which can be a hand of the grave attack.

Ghostly Axe. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2) plus 9 (2d8) necrotic damage. A new ghostly axe appears in the ghost dwarf's hand after it is thrown.

Hand of the Grave. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hp maximum to 0.

Prayers Unanswered (Recharge 5-6). The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Etherealness. The ghost dwarf enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane. Ghoul, Darakhul Though all darakhul acknowledge dark gods, the priestess holds a closer link than most-always first to the feast, dividing out the choice morsels, intoning the words of hideous praise for the feast.

Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.