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RPG Series 3.5 Revised - Spell Ghost

Malkith Undree, the Spell-Ghost

“The Smiling Cat”
“The Magister” from 298 – 302 DR


Medium Undead (Augmented Humanoid) (Incorporeal)
Templates: Living Spell, Dread Ghost

Hit Dice: 10d12 [101 Hp]
Initiative: +05
Speed: 60 ft., Fly 60 ft – Perfect Maneauverability
Armor Class
Base:
22
-Flat-Footed: 21
Touch: 22
Base Attack/Grapple: +09
Attack: +09/+04 [melee] Slam 10d6+3
Full Attack: +09 Slam
Space/Reach: 5ft. / 5ft. touch 1d4+3, Slam 40 ft.

Special Attacks: Dread Ghost
Aligned Attacks (Su): All dread ghost attacks are considered magical and aligned for the purpose of overcoming damage reduction. The alignment matches one component of its own alignment at the time of its death. In addition, each of its attacks deals +1d6 points of extra damage to creatures of opposing alignment. This bonus damage applies to incorporeal touch attacks and to melee and ranged attacks made against ethereal opponents. If the dread ghost lacks the corrupting touch ability, its incorporeal touch attack still deals 1d6 points of damage to a creature of opposing alignment.

Chilling Aura (Su): When a dread ghost manifests, it emits a deadly chill in a 20-footradius around itself, on both Ethereal and Prime Material planes. Each creature within this area takes 3d6 of cold damage. A successful Fortitude save [DC 22] halves the damage. Although the dread ghost is not immune to cold damage, it is not affected by its own chilling aura or that of other dread ghosts.

Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.

Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against non-ethereal opponents, it adds its Dexterity modifier to attack rolls only.

Death Wail (Su): Once every 1d4 rounds, the dread ghost can loose a terrible wail as a full-round action, targeting it against one creature within 100 ft of it. If the target creature can hear the death wail, it must succeed on a Fortitude save [DC 22] or die instantly. Any other creature within t 100 ft. must make a Fortitude save against the same DC or gain 01 negative level. A creature that succeeds on the save cannot be affected by that dread ghost’s death wail for another 24 hours. The death wail is a sonic death effect.

Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against non-ethereal opponents, it adds its Dexterity modifier to attack rolls only.

Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.

Improved Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on non-ethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

A Dread Ghost can switch from being wholly ethereal to manifesting on the Prime Material Plane and vice versa as a move action.

Rebuke Undead (Su): The dread ghost can rebuke and command as a 14th cleric.

Shattering Presence (Su): Once per round as a free action, the dread ghost can shatter all nonmagical objects made of crystal, glass, ceramic, or porcelain (such as vials, bottles, flasks, jugs, windows, mirrors, etc.) within 30 ft. Any object weighing more than 5 pounds per character level [70 Lbs.] are not affected. A magic item made of any of the above materials must succeed on a Fortitude save [DC 22] or be destroyed. A crystalline creature with the area takes 10d6 points of damage. Every creature within 5 feet of a shattering object must succeed on a DC 20 Reflex save or take 1d6 points of slashing damage. A creature wearing or carrying an object when it shatters takes 2d6 points of slashing damage with no save. Shattering presence is not a sonic effect.

Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.

Special Qualities: Ghost
Energy Immunity (Su): As a Dread Ghost, Malkith Undree is immune to fire.

Ethereal Armor (Su): The dread ghost gains a deflection bonus to Armor Class equal to its charisma modifier or +01, whichever is greater, even when not manifested and existing wholly on the Ethereal Plane.

Ghostly Equipment: When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost).

The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.

Improved Invisibility (Su): The dread ghost can benefit from improved invisibility at will.

Improved Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The "destroyed" spirit will often restore itself in 1d4 hours. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Greater Turn Resistance (Ex): A ghost has +8 turn resistance.

Undead Qualities
- No Constitution score.
- Darkvision out to 60 feet.
- Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
- Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
- Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
- Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature's Intelligence score.
- Immunity to any effect that requires Fortitude saves (unless the effect also works on objects or is harmless).
- Uses its Charisma modifier for Concentration checks.
- Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
- Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
- Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
- Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor is not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
- Undead do not breathe, eat, or sleep.

Living Spell
Spell Effect (Su): Empowered Fireball [3/day] – Damage: 10d6 x 1.5, DC 25

Engulf (Su): Empowered Fireball [3/day] – Damage: 10d6 x 1.5, DC 25

Special Qualities: Living Spell
Damage Reduction 10/Magic

Spell Resistance 24

Saves: Fort +09, Ref +05, Will +10
Abilities: Str 15 [+02], Int 18 [+04], Wis 13 [+01], Dex 12 [+01], Con 00 [+0], Cha 20 [+05]
Skills: Concentration +10, Craft: Alchemy +14, Decipher Script +14, Diplomacy +12, Hide +10*, Knowledge: Arcana +14, Knowledge: Dungeoneering +14, Knowledge: Geography: +13, Knowledge: Local +12, Knowledge: Nature +12, Knowledge: The Planes +14, Listen +10*, Search +10*, Sense Motive +10*, Spellcraft +14, Spot +10*
Feats: Attack Focus , Fell Animate , Ghostly Grasp , Improved Initiative, Quicken Spell, Silent Spell, Spell Chain , Spell Penetration, Twin Spell , Virus Spell
Environment: Tethyr, the Starspire Mountains. Malkith Undree has an extensive dungeon located under the ruins of his old tower, but rarely ventures outside its halls unless a pressing matter needs his direct attention.
Organization: Solitary, may have 2-5 minor ghosts,
Challenge Rating: +08
Treasure: Bracers of Armor +04,
Alignment: Lawful Evil
Advancement: ---
Level Adjustment: Same as base creature +05

COMBAT
Round 01: Engulf and detonate as a fireball using his own ethereal state to inflict much physical damage as possible.

Round 02: Horrific Appearance, Frightful Moan, Corrupting Gaze any and all combatants to effectively blunt any abilities and disrupt morale.

Round 03: Physical combat against wizards, rogues, and clerics via Draining Touch, Corrupting Touch

Round 04: If possible, use Malevolence against sorcerers or the strongest fighter. Possess and use their abilities against the opposition. If not, use any available magical items to combat the opposition. Or use telekinesis against the strongest party members.

Round 05: use Malevolence against another party member, if not use spell effect for maximum damage.

Description: A soft spoken, always smiling Halruaan mage who earned his reputation as a patient but intrusive wizard who struck woe and fear into the hearts of junior mages. His reputation as the Magister did not garner his nickname, but rather his ability to gather information via covert observation. He developed a means to know everything because he spent much of his time magically scrying, was a shrewd judge of character, and devoted his idle time to anticipating outcomes and considering consequences

Upon earning the title as Magister, he used his magics to seize control of a caravan coster and moneylending businesses in Amn. His genius, beliefs, and spells enabled him to regulate a small network to where he could seize magics from dead and dying spell casters. It also enabled him to stigmatize his rivals by revealing or discrediting the value of their work, or set-up one-sided confrontations between rival mages that would protect his status as the Magister. Without leaving a fearsome trail of bodies as most mages do, Malkith within his time as a Magister earned a hateful and fearsome reputation.

Malkith became a master manipulator in his short time and earned a reputation amongst the clergy of Mystra. He eventually beheaded himself using a defective Netherese Blast Scepter. A fragmented except from the log of Rayviin of Battledale revealed much of his former master’s fate.

“…unconceivable as it may seem, but the explosion shattered his skull from his shoulders and his body was fused to the floor of his tower. The stones of his tower had melted and once cooled had fused into a undiscovered glass. The room had the look of a candlemaker’s shoppe. I fear I may never leave this place alive. My former employer has left so many wards and traps to punish the intrusive,

…and the treacherous.”

Notes: Malkith Undree in effect is a restless living spell spawned, trapped and partially rewoven into a tear in the Weave. Forever forsaken by Mystra and now existing as a ghost, the remnants of his soul may not rest and venture to his final destination. His arrogance and unscrupulous murder of wizards and sorcerers is rightly reward. His existance as a non-entity lasted nearly a 1000 years until the instability in the Weave via the Time of Troubles made the consolidation of his spiritual remnants and manifested it into his newest existance. This ensuing chaos in Mystra’s absence enabled him to push his consciousness onto the Prime Material Plane [Faerun] and reconstitute himself to a considerable degree. He gained abilities as a dread ghost but as his punishment, Mystra stripped from the ability to cast spells as a wizard. This included his spell mantle also. However, Malkith can use his magic jar ability to a frightening degree and “possesses’ monsters and individuals with innate spell casting abilities. [I.E. Dragons, Beholders, Drow Elves, Sorcerers, etc]

Resources:
Advanced Bestiary, Third Edition Revised Accessory
Libris Mortis, Third Edition Revised Accessory
The Magister, Second Edition Accessory
Monster Manual I, Third Edition Revised Accessory
Monster Manual III, Third Edition Revised Accessory
Players Guide to Faerun, Third Edition Revised Accessory
Ultimate Feats, Third Edition Accessory

© Jeffrey Williams 2008.

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