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Lost Prospector

Challenge
str
8
dex
12
con
10
int
10
wis
12
cha
16

AC 11

HP 58 (13d8; bloodied 29)

Speed 0 ft., fly 40 ft.


Proficiency +2; Maneuver DC 11

Damage Resistances acid, fire, lightning, thunder; damage from nonmagical weapons

Damage Immunities cold, necrotic, poison

Condition Immunities charmed , fatigue , frightened , grappled , paralyzed , petrified , poisoned , prone , restrained

Senses darkvision 60 ft., passive Perception 11

Languages the languages it spoke in life


Ethereal Sight. The ghost can see into both the Material and Ethereal Plane.

Incorporeal. The ghost can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. 

Undead Nature. A ghost doesn’t require air, sustenance, or sleep.

Unquiet Spirit. If defeated in combat, the ghost returns in 24 hours. It can be put to rest permanently only by finding and casting remove curse on its remains or by resolving the unfinished business that keeps it from journeying to the afterlife.

Gold Sense. The lost prospector has advantage on Perception checks made to notice any creature carrying at least 1 gp.

Touch of Greed. After a successful Withering Touch attack, the lost prospector corrupts the same amount of gold pieces from the victim as the damage dealt by the attack, turning the coins to worthless metal. If the victim carries no gold pieces this ability has no effect. If the ghost can successfully be put to rest within 24 hours, the coins are restored.


ACTIONS

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage. If the target is frightened , it is magically aged 1d4 x 10 years. The aging effect can be reversed with a greater restoration spell.

Ethereal Jaunt. The ghost magically shifts from the Material Plane to the Ethereal Plane or vice versa. If it wishes, it can be visible to creatures on one plane while on the other.

Horrifying Visage. Each non-undead creature within 60 feet and on the same plane of existence that can see the ghost makes a DC 13 Wisdom saving throw . On a failure, a creature is frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, it is immune to this ghost’s Horrifying Visage for 24 hours.

Possession (Recharge 6). One humanoid within 5 feet makes a DC 13 Charisma saving throw . On a failure, it is possessed by the ghost. The possessed creature is unconscious . The ghost enters the creature’s body and takes control of it. The ghost can be targeted only by effects that turn undead, and it retains its Intelligence, Wisdom, and Charisma. It grants its host body immunity to being charmed and frightened . It otherwise uses the possessed creature’s statistics and actions instead of its own. It doesn’t gain access to the creature’s memories but does gain access to proficiencies, nonmagical class features and traits, and nonmagical actions. It can't use limited-used abilities or class traits that require spending a resource. The possession ends after 24 hours, when the body drops to 0 hit points, when the ghost ends it as a bonus action, or when the ghost is turned or affected by dispel evil and good or a similar effect. Additionally, the possessed creature repeats its saving throw whenever it takes damage. When the possession ends, the ghost reappears in a space within 5 feet of the body. A creature is immune to this ghost’s Possession for 24 hours after succeeding on its saving throw or after the possession ends.


REACTIONS

Horrifying Visage. If the ghost takes damage from an attack or spell, it uses Horrifying Visage.
 

Description

This spirit is what remains of a person who dared to venture into the frontier in search of profit, only to succumb to its many dangers. Driven by the search that consumed them, these ghosts continue their search for gold even after departing the mortal realm.

Monster Type Description

Undead are supernatural creatures or spirits that are no longer alive but are still animate. Some have been reanimated by magic spells, such as skeletons . Others, like vampires , are the products of an evil ritual or curse.