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# Captain Silas Highcastle Cursed to roam the open seas of the *Free Isles* on his derelict ship *The Abomination*, Captain Silas was a sailor cursed long ago by **Umberlee**, or as most sailors call her, **The Bitch Queen**. After stealing from the kraken *Slarkrethel*, his ship was sunk, and in the depths of the ocean **The Bitch Queen** cursed him to live out in eternity as a ghost. His body preserved among the wrecked hold of his ship by kraken priests, it serves as a reminder that he will never be able to return to his old life. He roams the sea, ambushing unfortunate ships in a deep fog and demanding tribute for his captor, **Umberlee**.
___ ___ > ## Ghost of Captain Silas Highcastle >*Chaotic Evil, Tiny Undead* > ___ > - **Armor Class** 14 > - **Hit Points** 45 > - **Speed** 40ft., 40ft. fly (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|1 (-5)|17 (+3)|14 (+2)|16 (+3)|10 (0)|16 (+3)| >___ > - **Damage Resistances** Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks > - **Damage Immunities** Cold, Necrotic, Poison > - **Condition Immunties** Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained > - **Senses** Darkvision 60 Ft., passive Perception 12 > - **Languages** Commmon, Deep Speech > - **Challenge** 7 (2,900 XP) > ___ > ***Illumination.*** The ghost sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action. > > ***Magic Resistance.*** The ghost has advantage on saving throws against spells and other magical effects. > > ***Incorporeal Movement.*** The 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 > > ***Rejuvenation.*** If the ghost is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. > >***Innate Spellcasting***. The ghost's innate spellcasting ability is Charisma (spell save DC 13). It can cast the following spells innately. > > 1/day: *Control Water* > > 2/day: *Fog cloud* > >***Spellcasting***. The ghost is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The ghost has the following spells prepared: > > Cantrip (at will): *Mage hand*, *Shape Water* > > 1st-Level (3 slots): *Charm Person*, *Inflict Wounds* > > 2nd-Level (2 slots): *Misty Step*, *Mirror Image* > > 3rd-Level (1 slot) *Hypnotic Pattern* > > ### Actions > ***Multiattack***. The ghost uses *Ice Ray* twice. > >***Ice Ray***. *Ranged Spell Attack*: +5 to hit, range 30 ft., one target. Hit: 10 (3d6) cold damage. > > ***Enthralling Visage.*** Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be charmed for 1 hour. A charmed target can repeat the saving throw at the end of each of its turns, ending the charmed condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Enthralling Visage for the next 24 hours. > > ***Possession (Recharge 6)*** One humanoid that the ghost can see within 5 ft. of it must succeed on a DC 15 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is Incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. > >The ghost can't be targeted by any Attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, Class Features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a Bonus Action, or the ghost is turned or forced out by an effect like the Dispel Evil and Good spell. > >When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost‘s Possession for 24 hours after succeeding on the saving throw or after the possession ends.