Ghost People
GhostHarvester.png

Ghost Harvester

Medium monstrosity (ghost person)


Armour Class 14 (natural)
Hit Points 75 (10d8 + 30)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 11 (+0) 10 (+0) 10 (+0)

Damage Immunities Fire, Radiation
Condition Immunities Charmed, Frightened, Radiation Sickness
Senses darkvision 60 ft., passive Peception 10
Languages none
Challenge 4 (1,100 XP)


Pounce. If the ghost person moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghost person can make an additional melee weapon attack against it as a bonus action.
Regeneration. The ghost person regains 10 hit points at the start of its turn. This trait doesn’t function at the start of the ghost person’s next turn if one of the following conditions is met:the ghost person takes damage from a missile, nuke, or other explosion; the ghost person is disintegrated; one of the ghost person’s limbs is dismembered or it is beheaded. The ghost person dies only if it is reduced to 0 hit points and then is either dismembered, disintegrated, or damaged by an explosive before and doesn’t regenerate.
Tireless. The ghost person doesn’t need to sleep and cannot be put to sleep by any means.

Actions

Multiattack. The ghost person can make two melee or ranged attacks with its knife spears.
Knife Spear. Melee or ranged weapon attack: +6 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if wielded with two hands.

Bonus Actions

Aggressive. The ghost person can move up to its speed toward a hostile creature that it can see.
Dangerous Defense. The ghost person can make a single attack after taking the Dodge action.
Pounce Attack. See Pounce.

Ghost Trapper

Large monstrosity (ghost person)


Armour Class 14 (natural)
Hit Points 190 (20d8 + 100)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 11 (+0) 10 (+0) 10 (+0)

Damage Immunities Fire, Radiation
Condition Immunities Charmed, Frightened, Radiation Sickness
Senses darkvision 60 ft., passive Peception 10
Languages none
Challenge 9 (5,000 XP)


Pounce. If the ghost person moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghost person can make an additional melee weapon attack against it as a bonus action.
Regeneration. The ghost person regains 20 hit points at the start of its turn. This trait doesn’t function at the start of the ghost person’s next turn if one of the following conditions is met:the ghost person takes damage from a missile, nuke, or other explosion; the ghost person is disintegrated; one of the ghost person’s limbs is dismembered or it is beheaded. The ghost person dies only if it is reduced to 0 hit points and then is either dismembered, disintegrated, or damaged by an explosive before and doesn’t regenerate.
Tireless. The ghost person doesn’t need to sleep and cannot be put to sleep by any means.

Actions

Multiattack. The ghost person can make two melee or ranged attacks with its knife spears.
Bear Trap Fist. Melee weapon attack: +9 to hit, reach 5 ft. , one target. Hit: 12 (2d6 + 5) piercing or slashing damage (ghost trapper’s choice).

Bonus Actions

Aggressive. The ghost person can move up to its speed toward a hostile creature that it can see.
Dangerous Defense. The ghost person can make a single attack after taking the Dodge action.
Pounce Attack. See Pounce.

Ghost Seeker

Large monstrosity (ghost person)


Armour Class 16 (natural)
Hit Points 127 (15d8 + 60)
Speed 30 ft.


STR DEX CON INT WIS CHA
16 (3) 20 (5) 16 (3) 11 (0) 10 (0) 10 (0)

Saving Throws
Skills
Damage Resistances
Damage Immunities Fire, Radiation
Condition Immunities Charmed, Frightened, Radiation Sickness
Senses darkvision 60 ft., passive Peception 10
Languages none
Challenge 9 (5,000 XP)


Regeneration. The ghost person regains 20 hit points at the start of its turn. This trait doesn’t function at the start of the ghost person’s next turn if one of the following conditions is met:the ghost person takes damage from a missile, nuke, or other explosion; the ghost person is disintegrated; one of the ghost person’s limbs is dismembered or it is beheaded. The ghost person dies only if it is reduced to 0 hit points and then is either dismembered, disintegrated, or damaged by an explosive before and doesn’t regenerate.
Tireless. The ghost person doesn’t need to sleep and cannot be put to sleep by any means.
Pounce. If the ghost person moves at least 20 feet straight toward a creature and then hits it with a melee weapon attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the ghost person can make an additional melee weapon attack against it as a bonus action.

Actions

Multiattack. The ghost seeker can make three melee attacks with its knife spear.
Kinfe Spear. Melee or ranged weapon attack: +9 to hit, reach 5 ft. or range 20/60 ft, one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if wielded with two hands.
Gas Bomb (2). The ghost person throws a grenade at a point up to 60 feet away. If there are any creatures within 20 feet of the target point, it explodes. Otherwise, it remains in place until a creature moves into its proximity, then explodes. All creatures within 20 feet must make a DC 15 Dexterity saving throw, taking 14 (4d6) piercing damage and 21 (6d6) fire damage on a failed save, or half as much in damage if successful.

Bonus Actions

Aggressive. The ghost person can move up to its speed toward a hostile creature that it can see.
Dangerous Defense. The ghost person can make a single attack after taking the Dodge action.
Pounce Attack. See Pounce.

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