“Dread ghost” is an acquired template that can be added to any living creature that has an Intelligence score (referred to hereafter as base creature).
A dread ghost uses all the base creature’s statistics and special abilities, except as noted here.
Size and Type: Th e creature’s type changes to undead with the appropriate augmented subtype, plus the incorporeal subtype if the base creature did not already have it. Do not recalculate base attack bonuses, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: A dread ghost gains a fl y speed equal to double the base creature’s highest speed, with perfect maneuverability. If the base creature already has a fl y speed, it increases to double the base creature’s highest speed, and
its maneuverability class becomes perfect. Its other speeds apply only when it is on the Ethereal Plane.
Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the dread ghost manifests (see Manifestation on page 73), its natural armor bonus is +0, but it gains a defl ection bonus equal to its Charisma modifi er or +1, whichever is higher.
Attack: A dread ghost retains all the attacks of the base creature, although those relying on physical contact do not aff ect creatures that are not ethereal.
Full Attack: A dread ghost retains all the attacks of the base creature, although those relying on physical contact do not aff ect creatures that are not ethereal.
Damage: Against ethereal creatures, the dread ghost uses the base creature’s damage values. Against nonethereal creatures, it usually cannot deal physical damage at all, but it can use its special attacks, if any, when it manifests.
Special Attacks: Th e dread ghost retains all the special attacks of the base creature, although those relying on physical contact do not aff ect nonethereal creatures. Th e dread ghost gains
the manifestation ability and fi ve other special attacks chosen from the list given here.
Aligned Attacks (Su): All the dread ghost’s attacks are considered magic and aligned for the purpose of overcoming damage reduction. Th e alignment matches one component (dread ghost’s choice at the time of creation) of its own alignment. In addition, each of its attacks deals +1d6 points of extra damage to creatures of the opposing alignment. Th is bonus damage applies to incorporeal touch attacks and to melee and ranged attacks made against ethereal opponents. If the dread ghost lacks the corrupting touch ability, its incorporeal touch attack still deals 1d6 points of damage to a creature of the opposing alignment.
Chilling Aura (Su): When a dread ghost manifests, it emits a deadly chill in a 20-foot radius around itself, on both the Material and the Ethereal Planes. Each creature within this area takes 3d6 points of cold damage per round.
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A successful Fortitude save (DC 10 + 1/2 dread ghost’s character level + dread ghost’s Cha modifi er) halves the damage. Although the dread ghost is not immune to cold damage (unless the base creature is), it is not aff ected by its own chilling aura or that of other dread ghosts.
Corrupting Gaze (Su): A dread ghost can blast living beings with a glance, at a range of up to 30 feet. Any creature that meets the dread ghost’s gaze must succeed on a Fortitude save (DC 10 + 1/2 dread ghost’s character level + dread ghost’s Cha modifi er) or take 2d10 points of damage and 1d4 points of Charisma damage.
Corrupting Touch (Su): A dread ghost that hits an incorporeal target with its incorporeal touch attack deal 1d6 points of damage. Against ethereal opponents, it adds its Strength modifi er to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifi er to attack rolls only.
Death Wail (Su): Once every 1d4 rounds, the dread ghost can loose a terrible wail as a full-round action, targeting it against one creature within 100 feet of it. If the target creature can hear the death wail, it must succeed on a Fortitude save (DC 10 + 1/2 dread ghost’s character level + dread ghost’s Cha modifi er) or die instantly. Any other creature within 100 feet that can hear the wail must succeed on a Fortitude save at the same DC or gain 1 negative level.
A creature that succeeds on the save cannot be aff ected by that dread ghost’s death wail for 24 hours. Th e death wail is a sonic death eff ect.
Draining Touch (Su): A dread ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the dread ghost heals 5 points of damage to itself.
Against ethereal opponents, it adds its Strength modifi er to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifi er to attack rolls only.
Frightful Moan (Su): A dread ghost can emit a frightful moan as a standard action. Every living creature within a 30-foot spread must succeed on a Will save (DC 10 + 1/2 dread ghost’s character level + dread ghost’s Cha modifi er) or become panicked for 2d4 rounds. Frightful moan is a sonic, necromantic, mind-aff ecting, fear eff ect. A creature that successfully saves against the moan cannot be aff ected by the same dread ghost’s moan for 24 hours.
Horrifi c Appearance (Su): Any living creature within 60 feet that views a dread ghost must succeed on a Fortitude save (DC 10 + 1/2 dread ghost’s character level + dread ghost’s Cha modifi er) 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 the this eff ect cannot be aff ected by the same dread ghost’s horrifi c appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal dread ghost can merge its body with a creature on the Material Plane.
Th is ability is similar to a magic jar spell (caster level 10th or the dread ghost’s character level, whichever is higher), except that it does not require a receptacle. To use this ability, the dread ghost must be manifested and it 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. Th e target can resist the attack with a successful Will save (DC 15 + dread ghost’s Cha modifi er).
A creature that successfully saves is immune to that same
dread ghost’s malevolence for 24 hours, and the dread ghost cannot enter the target’s space. If the save fails, the dread ghost vanishes into the target’s body.
Manifestation (Su): A dread ghost dwells upon the Ethereal Plane and, as an ethereal creature, it cannot aff ect or be aff ected by anything in the material world. When a dread ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane.
A manifested dread ghost can be harmed only by other incorporeal creatures, magic weapons, or spells and has a 50% chance to ignore any damage from a corporeal source.
It can also can pass through solid objects at will, and its own attacks pass through armor. A manifested dread ghost always moves silently.
A manifested dread ghost can strike with its touch attack or with a ghost touch weapon. When manifested, the dread ghost remains partially on the Ethereal Plane, where it is not incorporeal. It can be attacked by opponents on either the Material Plane or the Ethereal Plane. Th e dread ghost’s incorporeality helps protect it from foes on the Material Plane, but not from those on the Ethereal Plane.
When a spellcasting dread ghost is not manifested and is on the Ethereal Plane, its spells cannot aff ect targets on the Material Plane, though they work normally against ethereal targets. When a spellcasting dread ghost manifests, its spells continue to aff ect ethereal targets and can aff ect targets on the Material Plane normally unless the spells rely on touch.
Its touch spells don’t work on nonethereal targets.
A dread ghost has two home planes: the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Rebuke Undead (Su): Th e dread ghost can rebuke and command undead as an evil cleric of a level equal to its character level.
Shattering Presence (Su): Once per round as a free action, the dread ghost can shatter all nonmagical objects made of crystal, glass, ceramic, or porcelain (such as vials, bottles, fl asks, jugs, windows, mirrors, and the like) within 30 feet.
Any object weighing more than 5 pounds per character level the dread ghost possesses are not aff ected. A magic item made of any of the above materials must succeed on a Fortitude save (DC 10 + 1/2 dread ghost’s character level + dread ghost’s Cha modifi er) or be destroyed. A crystalline creature within the area takes 1d6 points of damage per character level the dread ghost possesses (to a maximum of 10d6). Every creature within 5 feet of a shattering object must succeed on a DC 20 Refl ex save or take 1d6 points of slashing damage. A creature wearing or carrying an object when it shatters takes 2d6 points of slashing damage (no save). Shattering presence is not a sonic eff ect.
Telekinesis (Su): A dread ghost can use telekinesis as a standard action (caster level 12th or equal to the dread ghost’s character level, whichever is higher). When a dread ghost uses this power, it must wait 1d4 rounds before using it again.
Special Qualities: Th e dread ghost retains all the base creature’s special qualities and gains rejuvenation and turn resistance.
It also gains two other special qualities chosen from the list below.
Energy Immunity (Su): Th e dread ghost is immune to one type of energy (acid, cold, electricity, fi re, or sonic) chosen at the time of its creation.
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Ethereal Armor (Su): Th e dread ghost gains a defl ection bonus to Armor Class equal to its Charisma bonus or +1, whichever is greater, even when not manifested and existing wholly on the Ethereal Plane.
Greater Turn Resistance (Ex): Th e dread ghost has turn resistance +8. Th is benefi t does not stack with any other turn resistance the base creature has.
Improved Manifestation (Su): A dread ghost can switch from being wholly ethereal to manifesting on the Material Plane and vice versa as a move action.
Improved Rejuvenation (Su): Th e dread ghost rejuvenates in just 1d4 hours rather than the standard 2d4 days. Th is ability replaces the standard ghost’s rejuvenation ability.
Invisibility (Su): Th e dread ghost can benefi t from improved invisibility at will.
Rejuvenation (Su): In most cases, it’s diffi cult to destroy a dread ghost through simple combat. Th e “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A dread ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + dread ghost’s character
level) against DC 16. As a rule, the only way to get rid of a dread ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. Th e exact means varies with each spirit and may require a good deal of research.
Spell Resistance (Su): A dread ghost has spell resistance equal to 10 plus its character level.
Turn Resistance (Ex): A dread ghost has turn resistance +4.
Abilities: Increase from the base creature as follows: Cha +8. As an undead creature, a dread ghost has no Constitution score.
Skills: A dread ghost has a +8 racial bonus on Hide, Listen, Search, and Spot checks.
Environment: Any, often as the base creature.
Organization: Solitary, pair, gang (3–4, or mob (7–12) Challenge Rating: Same as the base creature +3.
Treasure: Ghostly equipment.
Alignment: Any.
Level Adjustment: Same as the base creature +6.
Medium Undead (Augmented Monstrous Humanoid, Incorporeal)
Ethereal Manifested
Hit Dice: 6d12 (39 hp) 6d12 (39 hp)
Initiative: +2 +2
Speed: Fly 60 ft. (perfect) (12 squares) 30 ft.
Armor Class: 18 (+2 Dex, +6 defl ection), touch 18, fl at-footed 16 15 (+2 Dex, +3 natural), touch 12, fl at-footed 13
Base Attack/Grapple: +6/— +6/+6
Attack: Incorporeal touch +8 melee touch (draining touch) Incorporeal touch +6 melee touch (draining touch) or
shortbow +8 ranged (1d6/×3) or dagger +8
melee (1d4/19–20) or snakes +8 melee (1d4 plus
poison)
Full Attack: Incorporeal touch +8 melee touch (draining touch) Incorporeal touch +6 melee touch (draining touch) or
shortbow +8/+3 ranged (1d6/×3) or dagger
+6/+1 melee (1d4/19–20) and snakes +3 melee
(1d4 plus poison)
Space/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Corrupting gaze, death wail, draining touch, Corrupting gaze, death wail, draining touch, horrifi c horrifi c appearance, manifestation, petrifying appearance, manifestation, petrifying gaze, poison,
gaze, shattering presence shattering presence
Special Qualities: Darkvision 60 ft., ethereal armor, greater turn Darkvision 60 ft., ethereal armor, greater turn resistance +8, rejuvenation, undead traits resistance +8, rejuvenation, undead traits
Saves: Fort +2, Ref +7, Will +6 Fort +2, Ref +7, Will +6
Abilities: Str —, Dex 15, Con —, Int 12, Wis 13, Cha 23 Str 10, Dex 15, Con —, Int 12, Wis 13, Cha 23 Skills: Bluff +13, Diplomacy +8, Disguise +13 (+15 acting), Bluff +13, Diplomacy +8, Disguise +13 (+15 acting),
Hide +10, Intimidate +8, Listen +9, Move Silently Hide +10, Intimidate +8, Listen +9, Move Silently
+8, Search +9, Spot +16 +8, Search +9, Spot +16
Feats: Point Blank Shot, Precise Shot, Weapon Finesse Point Blank Shot, Precise Shot, Weapon Finesse
Environment: — Any —
Organization: — Solitary, pair, gang (3–4), or mob (7–12) —
Challenge Rating: — 10 —
Treasure: — None —
Alignment: — Usually lawful evil —
Advancement: — By character class —
Level Adjustment: — +10 —
Here is an example of a dread ghost using a medusa as the base creature.
Sample Creature: Dread Ghost Medusa
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Th e dread ghost medusa appears much as it did in life, except that it bears the marks of its horrible death. With its face half torn away and its severed snake hair squirming, the appearance of a dread ghost medusa generates much greater fear than many living horrors can.
Combat
Th e dread ghost medusa tries to manifest in the midst of living foes to take them by surprise, using its gaze attacks, horrifi c appearance, shattering presence, and death wail all at once. In following rounds, it continues its assault with draining touch attacks and targeted gazes.
Corrupting Gaze (Su): A dread ghost medusa can blast living beings with a glance at a range of up to 30 feet. Any creature meeting its gaze must succeed on a DC 19 Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage. Th e save DC is Charisma-based.
Death Wail (Su): DC 19 Fortitude save; see the dread ghost template.
Draining Touch (Su): A dread ghost medusa that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, it heals 5 points of damage to itself. Against ethereal opponents, the dread ghost medusa adds its Strength modifi er to attack rolls only.
Against nonethereal opponents, it adds its Dexterity modifi er to attack rolls only.
Horrifi c Appearance (Su): Any living creature within 60 feet that views a dread ghost medusa must succeed on a DC 19 Fortitude save 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 eff ect cannot be aff ected by the same dread ghost medusa’s horrifi c appearance for 24 hours. Th e save DC is
Charisma-based.
Manifestation (Su): A dread ghost medusa dwells upon the Ethereal Plane and, as an ethereal creature, it cannot aff ect or be aff ected by anything in the material world. When a dread ghost medusa manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested dread ghost medusa can be harmed only by other incorporeal creatures, magic weapons, or spells and has a 50%
chance to ignore any damage from a corporeal source. A manifested dread ghost medusa can pass through solid objects at will, and its own attacks pass through armor. A manifested dread ghost medusa always moves silently.
A manifested dread ghost medusa can strike with its touch attack or with a ghost touch weapon. A manifested dread ghost medusa remains partially on the Ethereal Plane, where it is not incorporeal. It can be attacked by opponents on either the Material Plane or the Ethereal Plane. Th e dread ghost medusa’s incorporeality helps protect it from foes on the Material Plane, but not from those on the Ethereal Plane.
When a spellcasting dread ghost medusa is not manifested and is on the Ethereal Plane, its spells cannot aff ect targets on the Material Plane, though they work normally against ethereal targets. When a spellcasting dread ghost medusa manifests, its spells continue to aff ect ethereal targets and can aff ect targets on the Material Plane normally unless the spells rely on
touch. A manifested dread ghost medusa’s touch spells don’t work on nonethereal targets.
A dread ghost medusa has two home planes: the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 19 negates. Th e save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 19, initial damage 1d6 Str, secondary damage 2d6 Str. Th e save DC is Charisma-based.
Shattering Presence (Su): DC 19 Fortitude save; see the dread ghost template.
Ethereal Armor (Su): See the dread ghost template.
Greater Turn Resistance (Ex): See the dread ghost template.
Rejuvenation (Su): In most cases, it’s diffi cult to destroy a dread ghost medusa through simple combat because the “destroyed”
spirit often restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A dread ghost medusa that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + dread ghost medusa’s character level) against DC 16. As a rule, the only way to get rid of a dread ghost medusa for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. Th e exact means varies with each spirit and may require a good deal of research.
Undead Traits: A dread ghost medusa is immune to mind-aff ecting eff ects, poison, sleep eff ects, paralysis, stunning, disease, death eff ects, and any eff ect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage to its physical ability scores, ability drain, energy drain, fatigue, exhaustion, or death from massive damage. It cannot be raised, and resurrection works only if
it is willing. Darkvision 60 ft.