Ghost, Eldest

Family: Ghosts

Medium undead, chaotic evil

Armor Class 13
Hit Points 66 (12d8 + 12)
Speed 0 ft., fly 30 ft.

15 (+2) 17 (+3) 12 (+1) 11 (+0) 14 (+2) 18 (+4)

Saving Throws Str +5, Dex +6
Skills Perception +5, 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 15
Languages Druidic, Elven, Gnome, Sylvan
Challenge 6 (2,300 XP)


  • Ethereal Sight. The Eldest ghost can see 60 feet into the ethereal plane when it is on the material plane, and vice versa.
  • Incorporeal Movement. The Eldest ghost can move through other creatures and objects, treating them as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Ghost Touch. The Eldest’s attacks with its ghost spear ignore intervening objects and creatures, allowing the Eldest to attack through cover or other barriers between it and its target. In addition, when attacking with its ghost spear, the Eldest ignores the AC bonus provided by any shield the target wields.
  • Relentless Hunter. As a bonus action, the Eldest ghost designates a creature it can see as its quarry. The Eldest knows the exact distance to and direction of any creature designated as its quarry, even if the ghost and its target are on separate planes of existence. The Eldest ghost knows if its quarry dies. It can switch to a different quarry as a bonus action.
  • Turn Resistance. The Eldest ghost has advantage on saving throws to resist effects that turn undead.
  • Magic Weapon. The Eldest ghost’s attacks with its ghost spear are magical.


  • Multiattack. The Eldest ghost makes two ghost spear attacks.
  • Ghost Spear. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
  • Corrupting Gaze. The Eldest ghost targets a creature it can see within 30 feet of it and that it has marked as its quarry. The target must make a DC 15 Wisdom saving throw. If the creature fails, it suffers 11 (2d10) psychic damage and has its hit point maximum reduced by an equal amount. The creature also becomes frightened for 1 minute. A frightened creature can repeat the save at the start of each of its turns, ending the effect on itself with a success. Once a creature succeeds at this saving throw, it is immune to the frightened effect, but not the psychic damage, for 24 hours.
Section 15: Copyright Notice

Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham

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