Ghost
| Statistic | Value |
|---|---|
| Climate/Terrain | Any |
| Organization | Solitary |
| Intelligence | Average (8–10) |
| Alignment | Lawful evil |
| No. Appearing | 1 |
| Armor Class | 18 |
| Move | 140, fly 140 |
| Hit Dice | 8 |
| To Hit | +4 |
| No. of Attacks | 2 |
| Damage/Attack | 1–10/1–10 |
| Special Attacks | See below |
| Special Defenses | See below |
| Magic Resistance | 15% |
| Size | M (5–6 feet tall) |
| Stunts | M 1d3, A 1d3, S 1d3, I 1d4, C 1d8 |
Description
Most commonly, ghosts are the po souls of those buried improperly who return to Earth. Some want vengeance on those who botched their burial, while others simply want to be set free. Unfortunately, without the balancing effect of the hun soul, many ghosts degenerate into evil monsters who exist only to cause pain and suffering.
Ghosts usually appear only at night. However, they are not insubstantial. They look like a normal person and can be touched, fought with, or even kissed. Their ghostly nature gives them great strength, though, and their blows are fearsome. They are also resistant to many magical effects. They can fly at their normal rate at will and have the Wuxia martial arts ability (based on hit dice instead of level).
Once per turn a ghost can use the delusion spell. Once a day it can use the charm person spell. Even without spells, ghosts are excellent manipulators and use their high Charm stunt to good effect. The ghosts of young and beautiful women can are especially good at charming mortals.
Those ghosts who have embraced the darkness of their po soul can separate their heads from their bodies. The bodies fight on as normal, while the heads fly around inciting terror (a Charm feat) or biting opponents for 1d6 points of damage.