Bound to the mortal realm by a curse from the method of its death, the vengeful ghost harbors immense hatred toward the living. It appears much like it did in life, but with pallid skin and an unnatural gauntness.
Wrongfully Killed. In life, the vengeful ghost was betrayed by someone close, often a spouse, and killed by that person’s hands. Prior to death, the vengeful ghost was a dutiful partner and friend with no suspicion for the cause of its demise.
Deep Animosity. The vengeful ghost seeks to inflict suffering on the living, choosing to torment its victim by focusing on killing everyone close to it. It will then push its victim to commit suicide from guilt and grief. The vengeful ghost will then move on to another victim to continue the cycle.
Medium Undead (Shapechanger, Spirit), Neutral Evil
Armor Class 12
Hit Points 135 (18d8 + 54)
Speed 40 ft.
Saving Throws Str +4, Dex +6, Cha +8
Skills Deception +8, Stealth +6
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, unsettled
Senses darkvision 60 ft., passive Perception 12
Languages any languages it knew in life
Challenge 8 (3,900 XP) Proficiency Bonus +2
Shapechanger. The vengeful ghost can use its action to polymorph into any beast or humanoid it has seen or is aware of, such as through mind probe, or back to its true form. Its statistics, other than its size, are the same in each form.
Ethereal Sight. The vengeful ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. It can manifest powers on the other plane.
Incorporeal Movement. The vengeful 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.
Haunting Presence. The ghost can control up to 4 connected spiritfonts.
Immortal. When a vengeful ghost is reduced to 0 hit points, its essence fades away. Within 1d6 days the vengeful ghost will reform on the Ethereal Plane within 30 feet of the last creature to damage it, at full hit points. In order to kill it permanently, the vengeful ghost must be trapped with an area affected by forbiddance, hallow, magic circle, or spirit ward and reduced to 0 hit points. Using Channel Divinity or Banish Spirits on the creature which last dealt damage to the vengeful ghost during the 1d6 day period will also destroy the vengeful ghost if the banisher wins a contest of wills as if driving out a possession.
Innate Manifestation. The vengeful ghost’s innate manifester ability is Charisma (power save DC 16). It can innately manifest the following powers:
At will: blood tendril (up to 4 power points), control light (up to 1 power point), flame manipulation (up to 3 power points), harmonics (up to 3 power points), telempathic projection (up to 1 power point)
3/day: animate electricity (up to 9 power points), decay (up to 9 power points), mind probe (up to 5 power points), muddle (up to 5 power points)
1/day: apopsi (up to 9 power points), ectoplasmic creation (up to 5 power points)
Multiattack. The vengeful ghost can make one withering touch attack and direct or create one poltergeist, or it can direct two poltergeists.
Withering Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) damage.
Direct Poltergeist. The vengeful ghost uses a power from one of its controlled poltergeist spiritfonts within 100 feet.
Create Poltergeist. The vengeful ghost creates a poltergeist spiritfont within 100 feet with an Intensity 19 that it controls. While it has at least one poltergeist under its control, it can use a poltergeist to make lair actions.
Etherealness (psionic). The vengeful 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.