Ghost Witch Doctor
Medium undead (any troll), chaotic evil
- Armor Class 12
- Hit Points 32 (5d8 + 10)
Speed 0 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 10 (+0) 15 (+2) 14 (+2) 13 (+1) 17 (+3) 12 (+1)
- Saving Throws Con +4, Wis +5
- Skills Arcana +3, Insight +6, Medicine +6, Nature +6
- 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 13
- Languages Common, Zandali
Challenge 5 (1,800 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.
Loa's Blessing. The ghost has advantage on saving throws against being charmed.
Spellcasting. The ghost is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The troll has the following priest and shaman spells prepared:
Cantrips (at will): light, shocking grasp, spare the
dying, toll the dead
1st level (4 slots): absorb elements, inflict wounds,
thunderwave
2nd level (3 slots): gentle repose, lesser restoration
3rd level (3 slots): bestow curse, lightning bolt,
revivify, speak with dead
4th level (2 slots): banishment, death wardActions
Multiattack. The ghost makes two quarterstaff attacks.
Quarterstaff. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands to make a melee attack.