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Ian Jackdaw's Ghost (3.5e NPC)

No change in size, 08:52, 11 April 2010
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|sad9=In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s [[SRD:Hit Dice|HD]]) against [[SRD:DC|DC]] 16. As a rule, the only way to get rid of a ghost for sure 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.
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'''[[SRD:Attack (Creature Statistic)|Attack:]]''' Ian Jackdaw's ghost retains all his attacks, although those relying on physical contact do not affect creatures that are not ethereal.
''Malevolence ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' Once per [[SRD:Round|round]], an ethereal ghost can merge its body with a creature on the [[SRD:Material Plane|Material Plane]]. This ability is similar to a ''[[SRD:Magic Jar|magic jar]]'' spell ([[SRD:Caster Level|caster level]] 10th or the ghost’s [[SRD:Hit Dice|Hit Dice]], whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke [[SRD:Attacks of Opportunity|attacks of opportunity]]. The target can resist the attack with a successful [[SRD:Saving Throw|Will save]] ([[SRD:DC|DC]] 15 + ghost’s [[SRD:Charisma|Cha]] modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
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{{Author
|author_name=Ganteka Future

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