Bound to undeath by a curse, vengeful ghosts harbor incomprehensible hatred toward the living. They appear much like they did in life, but with pallid skin and an unnatural gauntness.
Wrongfully Killed. In life, a vengeful ghost was betrayed by someone close, often a spouse, and killed by that person’s hands. Prior to death, a vengeful ghost was a dutiful partner and friend.
Deep Animosity. A vengeful ghost seeks to inflict suffering upon the living, choosing to torment a victim by focusing on killing everyone close to it. It will then push its victim to commit suicide due to guilt and grief. A vengeful ghost will then move on to a new 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 9 (5,000 XP) Proficiency Bonus +4
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.
Haunting Presence. The vengeful 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 that damaged it, at full hit points. In order to kill it permanently, the vengeful ghost must be trapped within an area affected by the forbiddance, hallow, or magic circle spell or the spirit ward power and be reduced to 0 hit points. Successfully exorcising it from the creature as if driving out a possessor during the time its essence has faded will also destroy the vengeful ghost.
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.
Innate Powers. After manifesting a psionic power, the vengeful ghost can take a bonus action to regain half of the power points spent on that power (rounded up).
Power Manifesting. The vengeful ghost is a 9th-level manifester. Its manifesting ability is Charisma (power save DC 16, +8 to hit with power attacks). It has 60 power points to spend on the following powers: animate electricity, apopsi, blood tendril, control light, decay, ectoplasmic creation, flame manipulation, harmonics, mind probe, muddle, telempathic projection.
Shapechanger. The vengeful ghost can use its action to polymorph into any beast or humanoid it has seen, including one learned through the mind probe power, or back to its true form. Its statistics, other than its size, are the same in each form.
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.
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.
Direct Poltergeist. The vengeful ghost uses a power from one of its controlled poltergeist spiritfonts within 100 feet.
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.