A ghost dwarf doesn’t require air, food, drink, or sleep.
More powerful undead take great pleasure in sending these shades back against their grieving kin. The ghost dwarves themselves often lead wights and other lesser undead into battle. The echoes of their last words, of oaths in vain and pleadings with their gods, fill the air around them in a chilling whisper. For a complete explanation of encounter building, see the fifth edition Dungeons Master's Guide, pages 82-85 and 274-281. The face of a ghost dwarf stares out from its black helm with a look of sheer terror, desperate and unguarded enough to horrify most dwarves. The risen shades of dwarven paladins and other would-be heroes who made holy war on the undead and lost, the ghost dwarves march by night, sent back to slay those who originally sent them. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.įrom Hope to Horror. The ghost dwarf enters the Ethereal Plane from the Material Plane, or vice versa.
A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The target dies if this effect reduces its hp maximum to 0. This reduction lasts until the target finishes a long rest. The target must succeed on a DC 15 Constitution saving throw or its hp maximum is reduced by an amount equal to the damage taken. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. A new ghostly axe appears in the ghost dwarf’s hand after it is thrown.
#Ghost 5e d&d plus
Hit: 5 (1d6 + 2) plus 9 (2d8) necrotic damage. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. The ghost dwarf makes three attacks, only one of which can be a hand of the grave attack. While in sunlight, the ghost dwarf has disadvantage on attack rolls, as well as on Wisdom ( Perception) checks that rely on sight. It takes 5 (1d10) force damage if it ends its turn inside an object. The ghost dwarf can move through other creatures and objects as if they were difficult terrain. The ghost dwarf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. The ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead. Senses darkvision 60 ft., passive Perception 12
The spectral visage of a wide-eyed dwarf stares out from the open visor of a suit of black platemail, muttering to itself.ĭamage Resistances acid, cold, fire, lightning bludgeoning, piercing, and slashing from nonmagical attacksĬondition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained