Ghost Knight
Medium undead (any race), any alignment
- Armor Class 18 (plate)
- Hit Points 26 (4d8 + 8)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2)
- Saving Throws Con +4, Wis +2
- Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from non magical attacks
- Damage Immunities cold, necrotic, poison
- Condition Immunities charmed, exhaustion, frightened grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses darkvision 60 ft., passive Perception 10
- Languages any two languages
Challenge 3 (700 XP)
Ethereal Sight. The ghost can see 60 ft. into the Spirit World when it is on the Material Plane, and vice versa.
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.
Actions
Multiattack. The ghost makes two melee attacks.
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the ghost can utter a special command or warning whenever a non-hostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the ghost. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Etherealness. The ghost enters the Spirit World from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Spirit World, and vice versa, yet it can't affect or be affected by anything on the other plane.
Reactions
Parry. The ghost adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.