5e SRD >Creatures >

Greater Priest Ghost

Medium undead, chaotic evil

Armor Class 19 (natural armor)
Hit Points 150 (20d8 + 60)
Speed fly 40 ft.

STR DEX CON INT WIS CHA
7 (–2) 26 (+3) 37 (+3) 38 (+4) 40 (+5) 59 (+4)

Saving Throws Int +9, Wis +10, Cha +9
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
Skills Perception +11
Senses darkvision 60 ft., passive Perception 21
Languages ancient Khemitian
Challenge 14 (11,500 XP)

SPECIAL TRAITS

ACTIONS

  • Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (6d6 + 6) necrotic damage.
  • Etherealness. The greater priest ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
  • Horrifying Visage. Each non-undead creature within 60 feet of the greater priest ghost that can see it must succeed on a DC 16 Wisdom saving throw or be frightened for one minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If the target’s saving throw is successful or the effect ends for it, the target is immune to this greater priest ghost’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
  • Possession. One humanoid that the greater priest ghost can sense with Sense the Living must succeed on a DC 18 Charisma saving throw. On a failure, the greater priest ghost’s soul moves into the target’s body, and the target’s soul becomes trapped in the dead body of the greater priest ghost. The greater priest ghost now controls the body, while the target is aware only of being trapped in a corpse. The greater priest ghost can’t be targeted by any attack, spell, or other effect, except ones that turn undead; it retains its alignment, Intelligence, Wisdom, and Charisma, and immunity to being charmed or frightened; and it retains its spellcasting. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the greater priest ghost ends it as a bonus action, or the greater priest ghost is turned or forced out by an effect such as the dispel evil and good spell. When the possession ends, the greater priest ghost reappears in an unoccupied space within five feet of the body. The target is immune to this greater priest ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.

ABOUT

In life, greater priest ghosts were clerics devoted to an evil god and performed certain terrible rituals in life. In death, they guard a tomb of a power greater than theirs. They seal themselves alive in a sarcophagus or coffin where they eventually die. Their souls remain trapped in their bodies, eternal guardians waiting to bring doom upon any who might intrude on the house of death they protect.

Greater priest ghosts may not move more than 100 feet from their bodies, either on the Material Plane or the Ethereal Plane.

Section 15: Copyright Notice

Necropolis, © 2021, Necromancer Games; Author Mark Greenberg, Bill Webb