This spectral, horrifying figure glides silently through the air, passing through solid objects as if they didn’t exist.
Ghost (CR 7)
CE Medium Undead (Incorporeal)
Init +5; Senses Darkvision 60 ft., Perception +18
AC 17, touch 17; flat-footed 15 (+5 deflection, +1 dex, +1 dodge)
hp 73 (7d8+42)
Fort +7, Ref +5, Will +7
Defensive Abilities Channel Resistance +4, Incorporeal, Rejuvenation; Immune Undead traits
During Combat Ghost starts the fight with Frightful Moan if close enough to his enemies or Ectosmash to get in closer to do Frightful Moan the next turn. He tends to use Curse on his opponents if they have below 50% health and Grave Reel if he is below 50% health.
Speed Fly 30 ft. (perfect)
Melee Corrupting touch +6 (7d6 shadow damage, Fort. DC 18 half)
Space 5 ft.; Reach 5 ft.
Special Attacks Curse, Ectosmash, Frightful Moan, Grave Reel
Str —, Dex 12, Con —, Int 10, Wis 11, Cha 20
Base Atk +5; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Toughness
Skills Fly +9, Knowledge (history) +10, Knowledge (nobility) +10, Perception +18, Sense Motive +10, Stealth +9; Racial Modifiers +8 Perception, +8 Stealth
Corrupting Touch (Su)
By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts 7d6 points of shadow damage. This damage manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).
3/day, a ghost can curse those around it in a 30-ft.-radius. Creatures within the area of effect must make a Will save (DC 16) or be inflicted with Curse status for 1d6 rounds. Blue mages may learn this ability as a 4th level spell (Knowledge: Religion DC 23).
A ghost can teleport adjacent to any foe within 30 ft. and make a single attack. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Frightful Moan (Su)
The ghost died in the throes of crippling terror. It can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
Grave Reel (Su)
3/day, a ghost can drain the essence of enemies around it in a 15-ft.-radius. Creatures within the area of effect must make a Fortitude save (DC 18) or suffer 2d6 points of shadow damage and the ghost is healed by the damage inflicted. Blue mages may learn this ability as a 3rd level spell (Knowledge: Religion DC 21).
In most cases, it’s difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.