Goblin Ghost

Small humanoid (goblinoid), undead, neutral evil


Armor Class
12
Hit Points
35 (10d6)
Speed
0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (0) 9 (-1) 11 (0) 17 (+3)

Skills
Stealth +6
Damage Resistances
acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
cold, necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses
darkvision 60 ft., passive Perception 10
Languages
Common, Goblin
Challenge
4 (1,100 XP)
Proficiency Bonus
+2

Spectral Escape. The goblin ghost can take the Disengage or Hide action as a bonus action on each of their turns. If they use a bonus action to Disengage in this way, and then move through another creature, that creature takes 7 (2d6) necrotic damage.

Ethereal Sight. The goblin ghost can see 60 feet into the Ethereal Plane when they are on the Material Plane, and vice versa.

Incorporeal Movement. The goblin ghost can move through other creatures and objects as if they were difficult terrain. The goblin ghost takes 5 (1d10) force damage if they end their turn inside an object.

Actions

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 16 (4d6+2) necrotic damage.

Etherealness. The goblin ghost 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.

Goblin Body Theft (Recharge 6). The goblin ghost can possess the bodies of other goblinoids within 5 feet of them, making them stronger. The ghost now controls the body but doesn’t deprive the target of awareness. The ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. On the possessed goblinoid’s turn, the goblin ghost uses the possessed goblin’s body to attack, move, and make actions as it normally would. Any attacks made also deal 7 (2d6) necrotic damage, and the to hit bonus is increased by +5. The possessed goblinoid gains the Spectral Escape ability.

The possession lasts for two turns or until the body is reduced to 0 HP, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body.

Monstrous (Recharge 6). The goblin ghost forces a target within 30 feet that can see the goblin ghost to make a DC 10 Wisdom saving throw. On a failure, roll a d2. On a 1, the target is frightened of the goblin ghost for 1 round. On a 2, they take a level of exhaustion.

A creature which has already suffered from Monstrous within the past 24 hours cannot suffer it again.

Reactions

Someone Else Want Me (2/Day)? If the goblin ghost’s possession ends due to an action outside its turn, it can possess another goblinoid within 5 ft. of the original host.