Talk:Monsters (5E)

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Ghost

Medium undead, any alignment


Armor Class
11
Hit Points
45 (10d8)
Speed
0 ft., fly 40 ft. It can hover.

Str Dex Con Int Wis Cha
7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)

Damage Resistance
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 11
Languages
Any Languages It Knew In Life
Challenge
4 (1,100 XP)

Traits
Ethereal Sight
The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement
The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Withering Touch
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (4d6 + 3) necrotic damage.
Etherealness
The 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.
Horrifying Visage
Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 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 a target's saving throw is successful or the effect ends for it, the target is immune to this 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 (Recharge 6)
One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. 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. 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 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 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Moon-horse

Moon-horses are magical equines native to elven lands. They appear as large, elegant horses with coats of white to silver, and black, gray, or white manes. They have been faithful allies and companions to the elven people far longer than recorded history, and legends of ancient elven heroes often speak of the moon-horse steeds they rode.

Roleplaying Suggestions. Young moon-horse stallions have been known to seek out the companionship of an elven hero. Moon-horses are similar to normal horses in their temperament, but they are less skittish. Their moods are reflected in their deep eyes.

Special Abilities. Moon-horses know the equine language, and understand the elven and sylvan languages. They can cast the spells shield (shared with its rider), and fog cloud, once each per long rest. Moon-horses are immune to the non-spell special attacks of undead creatures, but still take the normal damage from physical attacks by the undead.

Evermeeet

Forgotten Realms Campaign Setting (2001) p. 147

The Farmeadows and the Horsefields: The two largest meadows on Evermeet are representative of the dozens of smaller glades tucked in among the trees. Centaurs run free through the long grasses alongside moon-horses, the intelligent horses native to the island who serve and are served by the elves.

2nd Edition

“Animal Henchmen” by James Wyatt, Dragon #269 (March 2000) p. 31

AC7; MV 18; HD 4; THAC0 17; #AT 2; Dmg 1–8/1–8; SA spells; SD immunity to undead powers; SZ L; ML champion (15); Int average to very (9–12); AL CG.EoEMCA2-70

Moon-horses are magical equines native to elven lands. They appear as large, elegant horses with coats of white to silver, and black, gray, or white manes. They have been faithful allies and companions to the elven people far longer than recorded history, and legends of ancient elven heroes often speak of the moon-horse steeds they rode.

Roleplaying Suggestions. Young moon-horse stallions have been known to seek out the companionship of an elven hero. They are particularly prized by elven undead slayers and others devoted to exterminating the walking dead.

Moon-horses are similar to normal horses in their temperament, but they are less skittish. Their moods are reflected in their deep eyes.

Special Abilities. Moon-horses are immune to the special attacks of undead creatures, though they suffer full normal damage from both spells and physical attacks that originate from undead. Each moon-horse can also cast a single magical spell, once per day: color spray, magic missile, shield, sleep, wall of fog, knock, ray of enfeeblement, stinking cloud, summon swarm, or web.

Moon-horses can understand the elven language, though they cannot speak it. They are considered to have the Modern Languages (Elven) proficiency automatically.

Nonweapon Proficiencies. Alertness, Ancient History, Ancient Languages, Animal Lore, Blind-fighting, Danger Sense, Direction Sense, Endurance, Etiquette, Heraldry, Jumping, Local History, Modern Languages (moon-horses can learn to understand humanoid languages but cannot speak them), Observation, Reading Lips, Religion, Running, Spellcraft, Survival, Swimming, Tracking, Weather Sense.

At the DM’s option, moon-horses can spend two proficiency slots (or 5 character points) to learn a second spell from the above list. A moon-horse that knows two spells can still cast each spell only once per day.