Ghosts Redesigned
And spicier than a Ghost Pepper.
Spiciness: 4/5
Let's talk about the original
The original Ghost has a lot of flavor, but its design often steps on itself. For example, it can use Etherealness to pass into the Ethereal Plane (or back to the material plane). This means that, if the ghost ever appears in front of the party-- that's its whole turn! The party then has a full round to gun it down before it can do anything.
Horrifying Visage is bad as well-- AOE frightens can work well. But at the end of the day, that means you just spent your whole action to maybe frighten half the party, and all that happens is they get disadvantage on attacks against you.
The one truly powerful ability is Possession, but I'd say that's less of a combat ability, and more of an RP one-- as soon as the ghost Possesses someone, it's going to need to be exorcised (which the party may not have the gear for), so they'll likely need to put the possessed down non-lethally. I suppose you could possess one player, use that player to attack the others, and then try to repossess other players once the first is incapacitated... but with a Recharge of 6, that's unlikely to work, and probably will feel more frustrating than dangerous to your players.
To address these concerns, we turn towards a game that has fantastic ghostly warriors-- Elden Ring! That game uses no possession mechanic, but makes the combat feel unique and interesting by having the ghost fluidly appearing and disappearing from combat, being incredibly mobile and dangerous.
Cooking the Ghost, Redesigned
While the ghost has only a simple Necrotic Blade attack, it's been made far more mobile.
Now, Etherealness can be used by expending 10ft of movement-- combined with its 40 ft fly speed, it's possible to disappear, move 20 ft, and then reappear. More importantly, it's possible to appear, attack, and disappear-- meaning the party would need to ready actions to even attack it! If your party isn't comfortable with readying actions, or you think that's too strong, simply make sure you end each turn with the Ghost on the Material plane.
Ghostly Dodge has been added to make the ghost feel more dynamic, disappearing and reappearing in response to an attack. This lets you jump out of a barbarian's 5ft melee range, or dodge behind cover to block a spellcasters blast.
Horrifying Visage now uses similar wording to the Basilisk's Petrifying Gaze, requiring no action from the Ghost but allowing the players to counter it by looking away. Looking away might seem like a bad idea (since Frightened only gives disadvantage on attacks, and so does looking away), but being frightened also restricts movement, which may hinder melee characters greatly.
Ghost
Medium undead, any alignment
- Armor Class 11 Hit Points 45 (10d8)
- Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 7 (-2) 13 (+1) 10 (+0) 10 (+0) 12 (+1) 17 (+3)
- Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 11
- Languages any languages it knew in life
- Challenge 4 (1,100 XP) Proficiency Bonus +2
Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane & the Material Plane, at all times.
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.
Horrifying Visage. If a creature starts its turn within 30 feet of the Ghost and the two of them can see each other, the ghost can force the creature to make a DC 12 Wisdom saving throw. On a failed save, the creature is frightened until it can no longer see the Ghost. A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the ghost until the start of its next turn, when it can avert its eyes again. If it looks at the Ghost in the meantime, it must immediately make the save.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa, by expending 10ft of its movement. It is visible on both planes at all times, yet it can't affect or be affected by anything on the plane it does not occupy.
Actions
Necrotic Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 2d6+3 Slashing damage plus 2d6 necrotic damage.
Reactions
Ghostly Dodge. When a creature would target the ghost with an attack or spell, it may use its reaction to teleport to an unoccupied space within 10ft. If the creature can still see the ghost after it moves in this way, it may use its reaction to re-target the ghost, if it is still in range. Otherwise, it is wasted.
Thank you for checking out this monster!
If you liked this, check out my book of Spicy 5e Encounters meant to offer your players a more challenging experience,
or check out Pip's Ode to Eccentricism for Classes, Subclasses, Player Races & more!
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