
The ghost also gains a manifestation ability plus one to three other special attacks as described below. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).Ī ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures.

When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.Ī ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.Īgainst ethereal creatures, a ghost uses the base creature’s damage values.

Natural armor is the same as the base creature’s but applies only to ethereal encounters. Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability. Size is unchanged.Īll current and future Hit Dice become d12s. Do not recalculate the creature’s base attack bonus, saves, or skill points. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.Ī ghost uses all the base creature’s statistics and special abilities except as noted here. "Ghost" is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.Ī ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.
