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Published by Ethan Spearey, 2020-05-14 18:32:02

DnD Volo's Guide to Ghosts

Introduction Credits

“The boundaries that divide Life and Lead designer: Marco Fossati
Death are at best shadowy and Writer: Marco Fossati
vague. Who shall say where one Art Director: Marco Bertini
ends, and where the other Graphic designer and layout: Marco Bertini
begins?” Editor: Daniel Chivers
Cover Art: Leonardo Borazio
Egdar Allan Poe, “The Premature Burial”, Tales of Internal Art: The Dungeon Masters Guild was used as
Mystery and Imagination source for some of the art. All art taken from there is
owned by Wizards of the Coast and is used with
Using magic to warp the force of time and space, while permission under the Community Content Agreement for
returning from our interview of Acererak (see our the Dungeon Masters Guild. Bruno Balixa, Fantasy
Acererak’s Guide to Lichdom:
https://www.dmsguild.com/product/293989), we had a brief –Landscape.1. Daniel Comerci danielcomerci.com. Some
rest in Port Nyanzaru, on the world of Faerun. We chose
the wrong time, since the city was overrun by adventurers artwork © 2015 Dean Spencer, used with permission. All
planning trips to the jungles of Chult, looking for the rights reserved. Graindfailure
source of the vicious Death Curse. In a tavern, we had the Playtesters: Andrea "Lattuga" Donato, Andrea "Pupazzo"
fortune(1) to meet a very strange and bombastic person, Grassi, Gianpiero "Gianpy" Grassi, Vincenzo "Vinx"
one Volothamp “Volo” Geddarm. We already knew him, Loseto, Donato "Natto" Petriccione, Luca "Lupi" Pinato,
since we had bought his famous Volo’s Guide to Monsters, Christian "Chichino" Rezzano, Luca "Luchino" Rubino,
which he was promoting in those days in Port Nyanzaru. Riccardo "Ricky" Volpi.
We shared a beer together, eager to gather news from him.
At one point, he told us he was working on his new book, On the Cover
“Spirits and Specters”. After a long negotiation, that
involved, among other things, discussions about royalties, a Ghosts are found in many places. Those in abandoned
game of drinking, and a gift of precious gems, Volo agreed places are usually... loner than the others. If you'll ever find
to share the lore he had gathered about ghosts; and he gave one, be careful: unpredictable events are expected...
permission to publish a book about them.
Elminster's Notes
We spent the rest of our vacation frenetically putting
down on paper all that Volo had said to us. And, when it 1. Fortune?? I’d rather say misfortune!
finally was over, we had another unbelievable encounter. 2. A very poor teacher ye had!
3. I’m his only verified source. The rest are
While we were going to sleep on our last night in Port drunken liars and misleaders!
Nyanzaru, an old mage suddenly came into our room. With 4. Humpf!! Since what he tells is always
a single gesture he paralyzed us and the parchments of our inaccurate, he gives excuses in advance.
book were immediately in his left hand. “What have we
here? A couple of bold humans, eager to write about the
stories of that boisterous Volo? Let me see what he has told
ye, and if ye can publish it without causing hard to anyone.”

In a couple of minutes, he had read all, magically deleted
some pages and paragraphs and added some notes to the
rest. He then disappeared, and while we waited for the
paralysis to fade, he told us “goodbye, from Elminster
Aumar!”.

Volo’s Guide to Ghosts is the result of those two
extraordinary encounters.

Overview

In this guide, we will report all that we have learned from
Volo about ghosts(2). He has assured us that he has
personally witnessed most of the information herein, while
the rest come from verified sources(3).

Volo also told us that the world of incorporeal undead so
vast and mysterious, that in your adventures you could
encounter different versions of ghosts not covered by this
book(4).

Created with Homebrewery

We found inspiration from: Van Richten's Guide to Ghosts,
Volo's Guide to Waterdeep, Ghosts of Saltmarsh.

3

Contents

Introduction and Credits 3

Chapter 1: Type of Ghosts 5

Origins of Ghosts ................................................... 5
Appearances of Ghosts ..........................................6
Anchors of Ghosts ....................................................7

Chapter 2: Actions and Traits 10
for Ghosts

Actions ..............................................................................10
Features ............................................................................ 11

Chapter 3: Communing with 13
Spirits

Types of Mediums ....................................................13
Finding Mediums .....................................................13
Characters as Mediums .................................... 14

Appendix A: New Ghosts 16

The Hound ..................................................................... 16
The Twin Sisters .......................................................18
The Wizard .....................................................................20
The Captain Jonny Pitton ..............................22

Appendix B: The Misty Devil 24
and its Crew

The Misty Devil .........................................................24

Chapter 1: Type of Ghosts
f you think that ghosts are all equal then
d8 Ghost’s Origin
“Iyou’re simply not thinking.” 1 Sudden Death
2 Dedication
3 Stewardship
4 Justice

Volothamp Geddarm 5 Vengeance

6 Reincarnation

7 Curse

8 Dark Pact

Curse

The ghost is created by a curse, which can be bestowed by
a powerful creature, like a hag or a lich, a potent
spellcaster, or triggered by some actions done by the
person during its life. The desecration of places and items
or woeful wrongs and sins committed in the past are
typical examples of actions which can lead to the rise of a
ghost.

Dark Pact

The ghost is created by a pact with a powerful dark
creature. Usually the pact is made by a mortal in an
attempt to avoid its final death. In other cases the
relationship is so strong that, after the creature’s death, its
spirit remains anchored to its dark master. The following
table gives some examples of possible dark master

d6 Dark Master
1 Fiend
2 Lich
3 Beholder
4 Powerful Necromancer
5 Creature of the Far Realm
6 Demigod

– –Ghosts or spirits, as they are also called can be very

different from each other. Some are just lights while some
are recognizable shapes in the darkness. Others seem to
be real but are nothing more than incorporeal images and
light. They can also be of different shapes and sizes. They
can have unholy goals(1), be anchored to one place, and
can have many motivations in unlife.

Most are utterly evil, driven by pure hatred and with
malicious intent; some simply don’t care about mortals
while a few are good and kind. The tables in this chapter
will help you create unique ghosts related to what Volo has
shared with us(2) about ghost origins, appearances, and
anchors.

Origins of Ghosts

Ghosts rise after specific situations have blocked the spirit
from travelling to its afterlife. Sometimes the spark that
makes a ghost rise is death. In other cases it depends upon
some event from the person's mortal life, that can occur
even after the death of the creature.

Chapter 2: Actions and Traits for
Ghosts
Dominating Gaze (Recharge 5-6). The ghost forces a
The differences among ghosts are reflected creature that is not undead or construct within 30 feet of it
also in the various powers they might have. to meet its gaze. That creature must make a DC 13
In fact, two ghosts might have completely Wisdom saving throw. On a failed save that creature is
different features(1). Actions and traits charmed by the ghost for 1 minute. The ghost can issue
presented in the following pages are an easy
tool to create your own unique and special telepathic commands to the target (no action required)

ghost(2). which it does its best to obey. Each time the target takes

damage, it makes a new Wisdom saving throw, ending the

effect on itself on a success. If the target saving throw is

Elminster’s Notes successful, or if the effect ends for it, then that creature is
immune to the effect of Dominating Gaze for the next 24
1. Volo guessed right! hours.
2. Volo doesn’t tell you, because it’s common for
a boisterous incompetent like him to reveal only Drain Memories (Recharge 5-6). The ghost scans the
half-truths, but these can be applied also to mind of a creature that has an Intelligence score of 4 or
spectres, wraiths, and banshees. higher. That creature must make a DC 13 Wisdom saving

throw. On a failed save, the memories of the last hour are

erased from the target’s mind. If the creature is under the

effect of other ghost’s features or abilities, then the target

Actions has disadvantage on its saving throw. On a successful save,
the target is immune to the effect of Drain Memories for

Alluring Song (Recharge 6). The ghost sings a sweet and the next 24 hours.

attractive song. Each creature that is not deafened within Dreadful Response (Reaction). When hit by a melee
120 feet of it must succeed on a DC 13 Wisdom saving attack, the ghost can use its reaction to force the target
throw or be charmed for 1 hour. On each of its next turns, opponent to make a DC Wisdom saving throw. On a failed
an affected creature can’t take actions or reactions and save, the target experiences the ghost’s pain, and is
must use its movement to go towards the ghost. When the frightened for 1 minute. If the target succeeds on its saving
affected creature is within 5 feet of the ghost, it stays there throw, it’s immune from that effect for the next 24 hours.
motionless. At the end of each of its next turns, an affected

creature can make another Wisdom saving throw, ending Energy Drain. Melee Weapon Attack: +5 to hit, reach 5 ft.,
the effect on itself on a success. If the target saving throw is one creature. Hit: 10 (3d6) necrotic damage. On a
successful, or if the effect ends for it, then that creature is successful hit, the target must make a DC 13 Constitution
immune to the effect of Alluring Song for the next 24 saving throw. On a failed save, the ghost feeds on the
hours. target’s life force and that creature’s Constitution score is

Cause Despair. Melee Spell Attack: +5 to hit, reach 5 ft., reduced by 1d4. The target dies if its Constitution score
one creature. Hit: 14 (4d6) psychic damage. On a reaches 0.

successful hit, the target must make a DC 13 Wisdom Healing Surge (1/Day). As a bonus action, the ghost
saving throw. On a failed save, target creature loses hope focuses on its strong willpower and gains half of its
and becomes convinced that everything is pointless or maximum hit points, up to its maximum.
hopeless, and has disadvantage on any saving throws,

ability checks, or attack rolls for 1 hour. This condition can

be removed by any restoration spell. If the target’s saving

throw is successful, or if it the effect ends for it, it’s immune

from the effect of Cause Despair for the next 24 hours.

Conjure Undead (1/Day). The ghost summons undead
creatures that appear at the beginning of its next turn in
unoccupied spaces that it can see within 60 feet from it. It
can summon one of the following:

4 undead of CR 1/4 or lower
2 undead of CR 1/2 or lower
1 undead of CR 1 or lower

The conjured undead obey the ghost's telepathic
commands, acting during its turn, and they disappear after
1 hour, when their hit points reach 0 or are dismissed by
the ghost.

CHAPTER 2 | ACTIONS AND TRAITS

10

Paralyzing Touch. Melee Spell Attack: +5 to hit, reach 5 ft., Ghostly Swiftness. The ghost’s movement speed is
one creature. Hit: 7 (2d6) cold damage and 7 (2d6) necrotic doubled, and it can take the Dodge Action as a bonus
damage. On a successful hit, the target must succeed on a action.
DC 13 Constitution saving throw or be paralyzed for 1
minute. The target can repeat the saving throw at the end Innate Spellcasting. The ghost’s innate spellcasting ability
of each of its next turns, ending the effect on itself on a is Charisma (spell save DC 13, +5 to hit with spell attacks).
success. It can innately cast the following spells, requiring no
material components:
Psychic Blast (Recharge 5-6). The ghost channels its pain At will: chill touch (as a 5th-level spellcaster)
into a psychic assault against the target’s mind. Ranged 3/day: charm person
Spell Attack: +5 to hit, range 90, one creature. Hit: 14 (4d6) 1/day: vampiric touch
psychic damage. On a successful hit, the target must
succeed on a DC 13 Wisdom saving throw or be Magic Resistance. The ghost has advantage on saving
overwhelmed by that force and be stunned until the end of throws against spells and other magical effects.
its next turn.
Painful Wound. When the ghost causes damage other than
psychic to a creature, that creature must roll a DC 13
Constitution saving throw. On a failed save, that creature’s
wound becomes effected by negative energy. At the start of
each of its next turns, it takes 7 (2d6) necrotic damage. At
the end of each of its next turns, the target can make
another saving throw, ending the effect on itself on
successful roll.

Spellcasting. The ghost is a spellcaster and its spells don’t
require material components.

Use Objects. Though incorporeal, the ghost can
take, pick, pull, and use objects as if it were
corporeal. It can take the Use an Object
Action as a bonus action.

Weapon Immunity. The ghost is
immune to bludgeoning, piercing,
and slashing damage from
nonmagical weapons.

Features

Chilling Aura. The ghost emits a 10-foot-radius light blue
sphere of cold, centered on it. Any creature that enters the
cold sphere for the first time or that starts its turn in the
area of effect must make a DC 13 Constitution saving
throw, taking 11 (2d10) cold damage on a failed save, or
half as much damage on a successful one.

Elemental Immunity. The ghost is immune to acid, fire,
and lightning damage.

Evasive Movement. The ghost’s movement doesn’t cause
opportunity attacks.

CHAPTER 2 | ACTIONS AND TRAITS

11

The Wizard

The Wizard is a ghost of a long-dead wizard that haunts the
alleys near Caravan Court, in the Southern Ward of
Waterdeep.

Placing the Wizard in Other Settings

Eberron. On Eberron, The Wizard was a member of the
Esoteric Order of Aueron that now haunts Sharn in the
Cliffside Distrcit, near the Dagger River.
Ravnica. On Ravnica, The Wizard might be a member of
Azorius Senate that was tracking a powerful crime lord.

The Ghost in the Fog. The Wizard makes its
appearances only during foggy nights. This has led to many
rumors about how The Wizard was either killed in the fog
or that he created it somehow.

Chilling Aura. Usually an unnatural, very cold, breeze
precedes the appearance of The Wizard.

Visions of Past and Future. Sometimes, when in the
chilling aura of The Wizard, people have brief visions of
future or past events, usually, but not always, related to
them or to something they’re looking for(2).

Elminster's Notes

1. Why Volo didn’t ask me? Well, The Ghost was
one Kallien in life, a well-distinguished diviner
that 150 years ago dwelt in the City of Splendors.
He was discretely eliminated when he had
discovered a secret about Xanathar. What
secret??? Go find for yerself deep down
Undermountain, ye lazy adventurers!
2. The Wizard helps good adventurers tracking
criminals. Its main goal is of course to help
someone worthy to discover Xanathar’s secret.

APPENDIX A

20

The Captain Jonny Pitton

Jonny Pitton is the captain of a ghost ship that sails the
seas of Faerun.

Placing Jonny Pitton in Other Settings

Eberron. On Eberron, Jonny Pitton and its ship can appear
everywhere on the coast of Khorvaire.
Ravnica. On Ravnica, Jonny Pitton appears on a flying
warship, powered by air elementals.

It Came from a Nightmare. As a matter of fact, Jonny
Pitton is the result of collective nightmares of sailors and
seaport city dweller(1). This ghost only appears where tales
of its exploits are shared.

The Misty Devil. Jonny Pitton is the captain of the Misty
Devil (see Appendix B for its stats), a warship that appears
at the same time Jonny Pitton appears.

Disappearance. Jonny Pitton and its warship usually
disappear after a few days of raids on coastal cities. If killed
in the real world, it vanishes until new tales call it back.
The only effective method to get rid of it, is to never talk
about it.

Elminster's Notes

1. Rumors that Jonny Pitton became a ghost
after making a pact with the devil are completely
false.

A Tale from a Game

Jonny Pitton was originally created by Mr. Donato
Petriccione, one of the playtesters of this book, as a tale his
character told in a tavern that created panic among
patrons.


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