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{{nofootnotes}}
 
 
{{otheruses4|the undead creature|the Night Masks assassin|Ghost (assassin)}}
 
{{otheruses4|the undead creature|the Night Masks assassin|Ghost (assassin)}}
 
{{Creature
 
{{Creature
| image = [[File:Ghosts - Anne Stokes.jpg|180px|Ghosts]]
+
| image = <gallery>
  +
Ghost-5e.png|5e
| name = Ghost
 
  +
Ghosts - Anne Stokes.jpg|4e
| type = [[Shadow (creature type)|Shadow]] [[humanoid]] ([[undead]])
 
  +
Ghosts.png|3e
| subtype = ''Various''
 
  +
Ghost.gif|2e
| location = [[Fugue Plane|The Fugue Plane]], [[Prime Material Plane]], and [[Shadowfell]] <br /> <small>'''Formerly:'''</small> [[Plane of Shadow|The Plane of Shadow]]
 
  +
Ghost 1e.jpg|1e
| alignment = {{alignment grid|off|off|off|on|on|on|on|on|on}}
 
  +
</gallery>
  +
| caption2 = Various depictions of ghosts.
 
| name = Ghost
  +
| size5e = Medium
  +
| type5e = [[Undead]]
  +
| subtype5e =
 
| alignment5e = {{Alignment grid|cats=yes|on|on|on|on|on|on|on|on|on}}
  +
| challenge5e = 4
  +
| refs5e = <ref name="MM5e-p147">{{Cite book/Monster Manual 5th edition|147}}</ref>
  +
| size4e = Medium
  +
| origin4e = [[Shadow]]
  +
| type4e = [[Humanoid]]
  +
| subtype4e = [[Undead]]
  +
| alignment4e = Any
  +
| refs4e = <ref name="MM4e-pp116-117">{{Cite book/Monster Manual 4th edition|116-117}}</ref>
  +
| size3e =
  +
| type3e = [[Undead]]
  +
| subtype3e = [[:Category:Creatures with an augmented subtype|Augmented]], [[:Category:Creatures with the incorporeal subtype|incorporeal]], [[spirit]]
  +
| alignment3e = Any
  +
| challenge3e =
  +
| refs3e = <ref name="MMv.3.5-p116-118">{{Cite book/Monster Manual 3.5|116-118}}</ref><ref name="OA3e-p145">{{Cite book/Oriental Adventures (3rd edition)|145}}</ref>
  +
| size2e = Medium
  +
| alignment2e = [[Lawful evil]]
  +
| refs2e = <ref name="MCVI">{{Cite book/Monstrous Compendium Volume One}}</ref><ref name="MM-p130">{{Cite book/Monstrous Manual|130}}</ref>
  +
| size1e = Medium
  +
| alignment1e = [[Lawful evil]]
  +
| refs1e = <ref name="MM1-43">{{Cite book/Monster Manual 1st edition|43}}</ref>
  +
| patron deity =
  +
| movement = Flying<ref name="MMv.3.5-p116-118" />
  +
| vision = [[Darkvision]]<ref name="MM5e-p147" />
  +
| lifespan =
 
| location = [[Fugue Plane|The Fugue Plane]], [[Prime Material Plane]], and [[Shadowfell]] <br /> <small>'''Formerly:'''</small> [[Plane of Shadow|The Plane of Shadow]]
  +
| language = Any languages it knew in life<ref name="MM5e-p147" />
  +
| activity = Night
  +
| diet = None
  +
| subraces =
  +
| climate = Any
  +
| terrain = Any
  +
| genrefs = <ref name="MCVI" /><ref name="MM-p130" />
  +
| height =
  +
| length =
  +
| wingspan =
  +
| weight =
  +
| skincolor =
  +
| haircolor =
  +
| feathers =
  +
| eyecolor =
  +
| distinctions =
  +
| based = [[wikipedia:en:Ghost|Ghost]]
  +
| first =
 
}}
 
}}
  +
'''Ghosts''' were the [[soul]]s of a deceased sentient creature that had been bound to haunt a specific area, object, or creature that held significance to them when they were alive.<ref name="MM5e-p147" /><ref name="LoD-p57">{{Cite book/Lords of Darkness 1st edition/Ghosts|57}}</ref>
A '''ghost''' is the spirit of a deceased [[humanoid]]. This type of [[undead]] is incorporeal in nature and only vulnerable to conventional weapons on the [[Ethereal Plane]]. a [[Ghost Brute]] is a ghost of an animal, plant, or [[Magical beast]] that is stuck to the material plane.
 
   
  +
It was not exactly known for certain what caused some people to become ghosts, but over time a number of recurrent factors had been observed.<ref name="LoD-p57" /> Often this state of existence was because of a soul having been horrendously evil in life,<ref name="MCVI" /><ref name="MM-p130" /><ref name="MM1-43" /><ref name="LoD-p57" /> their deaths being tremendously emotional, being denied a proper burial,<ref name="MCVI" /><ref name="MM-p130" /> or because they had unfinished business.<ref name="MM5e-p147" />
A ghost is a creature on two planes, the material and the [[Astral Plane]]. A ghost's connection to the material plane is severed when you destroy it, but in a few days the ghost will usually come back. Ghosts are a repetitive nusance for those who live in one's particular haunt.
 
   
  +
{{quote|''Heed me – ghosts sob and carry on about omens and portents, but in truth, they are only clamoring for attention so someone will respect their grief, yes. Death... does little for their manners... or their etiquette.''|[[Koluhm Bonecutter]]<ref name="iwd2">{{Cite game/Icewind Dale II}}</ref>}}
{{stub}}
 
   
==References==
+
==Description==
  +
These spirits typically resembled how they had in life. However, some ghosts had an altered appearance due to the nature of their demise.<ref name="MMv.3.5-p116-118" /><ref name="MM4e-pp116-117" /><ref name="LoD-p57" /> Others were known to be capable of changing their appearance to suit their current disposition.<ref name="MMv.3.5-p116-118" /><ref name="MM4e-pp116-117" /> Often this altered appearance was due to the alignment they had in life,<ref name="MMv.3.5-p116-118" /><ref name="LoD-p57" /> revealing the true awfulness of their soul.<ref name="LoD-p57" /> Sometimes ghosts were observed to be adorned in [[chain]]s and weights, which some believed to be a warning from the [[god]]s to not follow a wicked path.<ref name="LoD-p57" />
* {{Cite book/Monster Manual 3.5}}
 
   
  +
==Personality==
  +
A ghost's behavior was typically similar to the personality they had in life.<ref name="MMv.3.5-p116-118" /> But in some cases, their personalities were altered by the process of death.<ref name="MM4e-pp116-117" />
  +
  +
The "unfinished business" that drove ghosts varied widely. Some might seek to fulfill an oath, others to relay a message to a loved one, while some might simply desire to have their death avenged.<ref name="MM5e-p147" /> They also tended to get enraged whenever items their bodies were buried with were stolen and would stop at nothing to get them back.<ref name="MMv.3.5-p116-118" />
  +
  +
Evil-aligned ghosts were said to hate goodness and all forms of life,<ref name="MMv.3.5-p116-118" /><ref name="MCVI" /><ref name="MM-p130" /><ref name="MM1-43" /><ref name="LoD-p58">{{Cite book/Lords of Darkness 1st edition/Ghosts|58}}</ref> being driven by a sense of wickedness and spite.<ref name="MM5e-p147" /> As well as a desire to end the lives of other creatures,<ref name="MMv.3.5-p116-118" /><ref name="MCVI" /><ref name="MM-p130" /><ref name="MM1-43" /> in particular those responsible for or connected to its death.<ref name="MM5e-p147" /> For such ghosts it was nearly impossible to negotiate with them.<ref name="LoD-p58" />
  +
  +
Sometimes ghosts were unaware that they had died and thus would continually act out the daily routine they had in life.<ref name="MM5e-p147" /> Sometimes ghosts only had fragmented memories of their life.<ref name="MM4e-pp116-117" />
  +
  +
==Abilities==
  +
===Biology===
  +
Being a form of undead, ghosts had no need for the air, food, drink, or sleep that they formerly required in life.<ref name="MM5e-p147" /> Because of this, ghosts were often likely to neglect the bodily needs of those they possessed.<ref name="LoD-p57" /> They moved about by flying. Having incorporeal bodies, they could pass through solid objects.<ref name="MM5e-p147" /> Some were known to use this phasing ability to surprise enemies.<ref name="MM4e-pp116-117" /><ref name="LoD-p57" /> When moving they made no noise.<ref name="LB-p144">{{Cite book/Libris Mortis|144}}</ref>
  +
  +
===Benign Powers===
  +
*'''Ethereal:''' Ghosts were capable of phasing between the [[Ethereal Plane]] and the [[Prime Material plane]].<ref name="MM5e-p147" /><ref name="MM1-43" /> They could also see {{SI|60|ft|long=yes}} into one plane whilst standing in the other.<ref name="MM5e-p147" /> Even when manifested on the Prime Material, a ghost was still partially within the Ethereal plane.<ref name="MMv.3.5-p116-118" />
  +
*'''Incorporeal <small>(Spells)</small>:''' Ghosts were resistant to all [[spell]]s based around [[acid]], [[fire]], lightning, and thunder. They were also immune to spells based around cold, [[negative energy|necrotic energy]], or [[poison]].<ref name="MM5e-p147" /> Prior to the [[Spellplague]], it was impossible to harm them with spells of any kind unless one was in an ethereal state.<ref name="MCVI" /><ref name="MM-p130" /><ref name="MM1-43" />
  +
*'''Incorporeal <small>(Weapons)</small>:''' When it came to weapons, ghosts could only be harmed by those that were [[item enchantment|enchanted]],<ref name="MM5e-p147" /> made of [[silver]],<ref name="MCVI" /><ref name="MM-p130" /><ref name="MM1-43" /> or had the ''[[ghost touch]]'' property.<ref name="LB-p20">{{Cite book/Libris Mortis|20}}</ref> They could also be harmed by [[holy water]] while in their semi-material form.<ref name="MCVI" /><ref name="MM-p130" /> Many also had some form of weakness tied to their former life &mdash; the ghost of a tortured person could be harmed by the implements that had been used to torture them.<ref name="MM5e-p147" />
  +
*'''Putting to Rest:''' However, some ghosts were so strongly tied to the Prime Material that they would always reform a few days following being destroyed by any of the aforementioned means.<ref name="MM4e-pp116-117" /><ref name="MMv.3.5-p116-118" /> Thus, the only surefire way to permanently rid an area of a ghost was by resolving the spirit's unfinished business.<ref name="MM5e-p147" /><ref name="MM4e-pp116-117" />
  +
  +
Prior to the Spellplague, [[human]]s and [[demihuman]]s killed by a ghost typically remained dead permanently,<ref name="MM1-43" /> due to having had all their [[positive energy|life-essence]] drained out of them.<ref name="MCVI" /><ref name="MM-p130" />
  +
  +
Occasionally ghosts in the Realms were capable of causing all magical items within {{SI|60|ft|long=yes}} of them to glow with a cold, white radiance.<ref name="MoF-p88" />
  +
===Offensive Powers===
  +
* '''Horrifying Visage:''' These undead spirits exuded a supernatural sense of fear in all non-undead creatures within {{SI|60|ft|long=yes}} of them. This sense of fear caused creatures to flee and sometimes the fear would be so great that their bodies would age by ten to forty years.<ref name="MMv.3.5-p116-118" /><ref name="MM5e-p147" /><ref name="MCVI" /><ref name="MM-p130" /><ref name="MM1-43" /><ref name="LB-p146">{{Cite book/Libris Mortis|146}}</ref> As this fear was supernaturally provoked, even the most courageous of creatures could be affected.<ref name="MCVI" /><ref name="MM-p130" /> This aging effect could be reversed with ''[[greater restoration]]'', but only if done within twenty-four hours.<ref name="MM5e-p147" />
  +
* '''Possession:''' Ghosts were capable of possessing the body of any [[humanoid]] that they could see within {{SI|5|ft|long=yes}} of them. Doing so made the creature incapacitated and fully under the control of the spirit.<ref name="MM5e-p147" /> It was observed by some that while possessing a body ghosts were able to speak through them, though the voice would not be of the victim nor would the jaws or tongue noticeably move. Rather, the voice would be of the one the ghost had while alive and it would emanate from deep within the victim.<ref name="LoD-p57" /> Besides killing the possessed, a ghost could be expelled from their body by means of the spells ''[[turn undead]]'' or ''[[dispel evil and good]]''. Once free, it was impossible for a creature to be possessed by a ghost for the following twenty-four hours.<ref name="MM5e-p147" />
  +
* '''Magic Jar:''' Prior to the Spellplague, ghosts were more well known to use an ability similar to the spell ''[[magic jar]]'' on victims within {{SI|60|yards|long=yes}} of them rather than possession.<ref name="MMv.3.5-p116-118" /><ref name="MCVI" /><ref name="MM-p130" /><ref name="MM1-43" /><ref name="LB-p146" />
  +
* '''Moan of Fear:''' Prior to the Spellplague, many ghosts were capable of emitting a moan that provoked a ''[[fear]]'' effect in living creatures.<ref name="MMv.3.5-p116-118" />
  +
* '''Telekinesis:''' Prior to the Spellplague, some ghosts were known to be capable of a form of ''[[telekinesis]]''.<ref name="MMv.3.5-p116-118" />
  +
* '''Touch:''' Their most direct offensive ability was a sort of withering touch that imparted necrotic energy onto a target.<ref name="MM5e-p147" /><ref name="MM4e-pp116-117" /><ref name="LoD-p57" /><ref name="LB-p146" /> This withering could be such a shock to a victim's system that it sometimes caused death.<ref name="LoD-p57" /> Alternatively, some ghosts possessed a touch that would drain creatures of their life energy, much like a [[wraith]].<ref name="MoF-p88">{{Cite book/Monsters of Faerûn|88}}</ref>
  +
  +
==Combat==
  +
Anything they possessed when they manifested was ethereal, possessing the ''ghost touch'' property. These were often things they were buried with.<ref name="MMv.3.5-p116-118" /><ref name="LB-p144" /> If someone were to take the original material item that a ghost's copy was based on, then the ethereal copy would fade away.<ref name="MMv.3.5-p116-118" />
  +
  +
==Varieties==
  +
[[File:Dragon and beholder ghosts MoF.png|thumb|''A ghost dragon and a doomsphere.'']]
  +
* [[Blueflame ghost]]: a spirit trapped within a blueflame magic item.
  +
* [[Doomsphere]]: the ghost of a [[beholder]].<ref name="MoF-p88" />
  +
* [[Ghost Brute]]: the ghost of an animal, plant, or [[magical beast]] that was stuck to the Prime Material plane.<ref name="LB-p101-103">{{Cite book/Libris Mortis|101-103}}</ref><ref name="SS-p118">{{Cite book/Savage Species|118}}</ref>
  +
* [[Ghost dragon]]: the ghost of a [[dragon]].
  +
* [[Ghost mount]]: a variety of ghost unique to the land of [[Zakhara]]. In life, they were [[mount]]ed animals who had been mistreated.<ref name="MCAA">{{Cite book/Monstrous Compendium Al-Qadim Appendix}}</ref>
  +
* [[Keening spirit]]: the ghost of an evil-aligned female [[elf]].<ref name="CotSQ-p126-127">{{Cite book/City of the Spider Queen|126-127}}</ref>
  +
* '''Lesser ghost:''' A general term used by some sages to refer to other types of restless spirits that couldn't be considered "true ghosts", such as [[haunt]]s and [[poltergeist]]s. Such spirits were observed to be weaker in some ways to standard ghosts and have different limitations.<ref name="LoD-p57" /><ref name="LoD-p58" />
  +
* [[Pasocada ghost]]: the ghost of a humanoid who died in the [[Pasocada Basin]] and was not given a proper burial.<ref name="CG-p80">{{Cite book/City of Gold|80}}</ref>
  +
* [[Spectral harpist]]: the ghost of a [[Master Harper]] who died before they could complete their mission.
  +
* [[Watchghost]]
  +
  +
==Society==
  +
===Homelands===
  +
Ghosts were known to occur in any type of region,<ref name="MCVI" /><ref name="MM-p130" /> but they were most often found haunting areas at night.<ref name="MCVI" /><ref name="MM-p130" /><ref name="MM1-43" /> Ghosts typically were tied to and haunted the area in which they died,<ref name="LoD-p58" /><ref name="QfEG" /> unable to wander beyond it,<ref name="LoD-p58" /> though there were a few mobile forces of them.<ref name="QfEG">{{Cite web/Candlekeep forum/Questions for Ed Greenwood (2011)/Undead Manifestations}}</ref> Sailors who died out at sea alongside their vessel could potentially manifest upon an [[ghost ship|incorporeal reflection]] of it.<ref name="GoS-p210">{{Cite book/Ghosts of Saltmarsh|210}}</ref>
  +
  +
Places haunted by ghosts tended to emanate sensations of profound sadness, loneliness, and unfulfilled desires.<ref name="MM5e-p147" /> Haunted locations often had certain areas where there were strange noises,<ref name="MM5e-p147" /><ref name="LoD-p58" /> sounds they had enjoyed in life,<ref name="LoD-p58" /> an unnatural silence, an unnatural feeling of cold, or inanimate objects moving around.<ref name="MM5e-p147" /> Though such manifestations would be due to a ghost's presence, the spirit did not consciously manifest them and had no control over them.<ref name="MM5e-p147" /><ref name="LoD-p58" /> Noise manifestations were often projected through walls or door and were observed by some to cease as soon as a living creature got close.<ref name="LoD-p58" />
  +
  +
In [[Cormanthyr]], the ghosts of many elves and dwarves haunted the ruins of the [[Elven Court|Old Elven Court]].<ref name="CEotE-p107">{{Cite book/Cormanthyr: Empire of the Elves|107}}</ref>
  +
  +
Unusually for a non-abandoned city, ghosts were a somewhat common sight in [[Velen]].<ref name="FRCG-p191">{{Cite book/Forgotten Realms Campaign Guide|191}}</ref>
  +
  +
Besides the Prime Material plane, ghosts were often known to be found in the [[Shadowfell]],<ref name="FRCG-p65, 69">{{Cite book/Forgotten Realms Campaign Guide|65, 69}}</ref> including the [[Domains of Dread]], such as [[Barovia]].<ref name="CoS-p5, 30">{{Cite book/Curse of Strahd|5, 30}}</ref>
  +
  +
===Languages===
  +
Like many types of undead, ghosts knew all languages that they had known in life.<ref name="MM5e-p147" />
  +
===Relationships===
  +
Some ghosts were willing to work with or for other creatures if they believed that doing so could help them achieve their desires. They were often seen in the company of [[flameskull]]s, [[larva mage]]s, [[Angel of decay|rot harbinger]]s, and [[spectre]]s.<ref name="MM4e-pp116-117" />
  +
  +
Besides mere creatures, some ghosts acted as [[favored monster|servants]] of [[deities]], such as [[Kiaransalee]].<ref name="DD-p24">{{Cite book/Demihuman Deities|24}}</ref> The ghosts of diligent [[priest]]s of [[Moradin]] were said to haunt certain trails, old abandoned delves, and mountain passes &mdash; in these places they would appear before lost dwarves or the allies of dwarves, especially during harsh weather, and guide them along a safe route to either their destination or some form of refuge.<ref name="DD-p78">{{Cite book/Demihuman Deities|78}}</ref>
  +
  +
==Notable Ghosts==
  +
* [[Fastred]], the ghost of an infamous bandit chieftain who haunted the [[Vast Swamp]].<ref name="MiC-c1">{{Cite book/Murder in Cormyr/MMP|2-4,213-214|1,32}}</ref>
  +
* [[Elena]], an ancient elven ghost who was roaming the halls of [[Dwarven Dungeons]] under the ruins of [[Myth Drannor]] ''circa'' [[1369 DR]].<ref name="PoR-RoMD">{{Cite game/Pool of Radiance: Ruins of Myth Drannor}}</ref>
  +
* [[Mirror (ghost)|Mirror]], a [[paladin]] that manifested in the [[Sunrise Mountains]] in [[Thay]].
  +
* The [[White Lady (spirit)|White Lady]], the spirit of [[Lac Dinneshere]] that brought individuals to their doom within its icy waters.<ref name="RotF-p70">{{Cite book/Icewind Dale: Rime of the Frostmaiden|70}}</ref>
  +
  +
==Trivia==
  +
* The [[Church of Myrkul]] believed that annually, unseen ghosts rose from the essences of all dead bodies on the [[Feast of the Moon|Day of the Dead]] and then sought out their ancestors. They believed that these ghosts would then deliver a message or warning through some non-verbal means, or just simply observe.<ref name="FA-126">{{Cite book/Faiths & Avatars|126}}</ref>
  +
  +
==Appendix==
  +
{{Incomplete}}
  +
===See Also===
  +
* [[Chu-u]]
  +
* [[Con-tinh]]
  +
* [[Kuei]]
  +
  +
===Appearances===
  +
{{Appearances
  +
|adventures = ''[[Desert of Desolation]]'';{{Anthapp|Lords of Darkness 1st edition|Ghosts}};''[[Black Courser]]'';''[[Nightmare Keep (adventure)|Nightmare Keep]]'';{{Duapp|29|'Til Death Do Us Part}};{{Duapp|30|Elminster's Back Door}};{{Duapp|51|The Last Oasis}};''[[Undermountain: Maddgoth's Castle]]'';''[[How the Mighty Are Fallen]]'';{{Duapp|64|Grotto of the Queen}};''[[Castle Spulzeer (adventure)|Castle Spulzeer]]'';{{Duapp|67|Witches' Brew"}};{{Duapp|79|The Akriloth}};''[[Pool of Radiance: Attack on Myth Drannor]]'';{{Duapp|87|The Raiders of Galath's Roost}};{{Duapp|88|The Door From Everywhere}};''[[City of the Spider Queen]]'';{{Duapp|128|Vampires of Waterdeep: The Fireplace Level}};''[[Anauroch: The Empire of Shade]]'';''[[Ghosts of Dragonspear Castle]]'';''[[The Rise of Tiamat]]'';''[[Out of the Abyss]]'';''[[Storm King's Thunder]]'';''[[Waterdeep: Dragon Heist]]'';''[[Waterdeep: Dungeon of the Mad Mage]]'';''[[Divine Contention]]'';''[[Sleeping Dragon's Wake]]'';''[[Storm Lord's Wrath]]'';''[[Baldur's Gate: Descent into Avernus]]'';{{Anthapp|Candlekeep Mysteries|Sarah of Yellowcrest Manor}};{{Anthapp|Candlekeep Mysteries|The Scrivener's Tale}};{{Anthapp|Candlekeep Mysteries|Zikran's Zephyrean Tome}};''[[Icewind Dale: Rime of the Frostmaiden]]''
  +
|novels = ''[[The Fallen Fortress]]'';''[[Murder in Cormyr]]'';''[[The Ring of Winter (novel)|The Ring of Winter]]'';''[[Dragon magazine 242/In the Bleak Deepwinter|In the Bleak Deepwinter]]'';''[[The Paladins]]'';''[[The Glass Prison]]'';''[[The Rage]]'';''[[Storm of the Dead]]'';''[[Sentinelspire (novel)|Sentinelspire]]'';[[The Haunted Lands]] <small>(''[[Unclean]]'';''[[Undead (novel)|Undead]]'')</small>;''[[Gauntlgrym (novel)|Gauntlgrym]]'';''[[Cold Steel and Secrets]]'';''[[Charon's Claw (novel)|Charon's Claw]]'';''[[The Adversary]]'';''[[The Herald]]'';''[[Honor Among Thieves: The Druid's Call]]''
  +
|novel refs = ''[[The Maelstrom's Eye]]'';''[[The Parched Sea]]'';''[[The Ogre's Pact]]'';''[[Tymora's Luck]]'';''[[Mortal Consequences]]'';''[[The Mercenaries]]'';''[[An Opportunity for Profit]]'';''[[The Diamond]]'';''[[The Temptation of Elminster]]'';{{Anthapp|Realms of the Dragons II|The Woman Who Drew Dragons}};''[[Honor Among Thieves: The Road to Neverwinter]]''
  +
|comics = {{Comapp|Advanced Dungeons & Dragons (comic series)|21}};{{Comapp|Neverwinter Tales|1|2|3|4|5}};{{Comapp|Dungeons & Dragons: Forgotten Realms|5}}
  +
|comic refs = {{Comapp|The Forbidden Sands of Anauroch|2}}
  +
|gamebooks = ''[[Knight of the Living Dead]]''
  +
|video games = {{IWDapp|IWD|HoW|TotL|IWD2}};''[[Pool of Radiance: Ruins of Myth Drannor]]'';''[[Baldur's Gate: Dark Alliance]]'';''[[Baldur's Gate: Dark Alliance II]]'';''[[Dungeons & Dragons: Daggerdale]]'';{{NWapp|Str|UD|HoF}};''[[Idle Champions of the Forgotten Realms]]'';''[[Warriors of Waterdeep]]''
  +
|card games = ''[[AD&D Trading Cards]]'';''[[Dragonfire]]''
  +
|board games = ''[[Mertwig's Maze]]'';''[[Faerûn Under Siege]]'';''[[Tyrants of the Underdark: Aberrations and Undead]]'';''[[Dungeons & Dragons Adventure Begins]]''
  +
|organized play = ''[[Death in the Skyfire Wastes]]'';''[[The Night I Called the Undead Out]]'';''[[Mystery of Deepwater Harbor]]'';''[[Undermountain: Halaster's Lost Apprentice]]'';''[[Confrontation at Candlekeep]]'';''[[Corruption in Kryptgarden]]'';''[[Dark Pyramid of Sorcerer's Isle]]'';''[[Pool of Radiance Resurgent]]'';''[[Assault on Maerimydra]]'';''[[Forgotten Traditions]]'';''[[Unusual Opposition]]'';''[[Streams of Crimson]]'';''[[Beneath the City of the Dead|Beneath the City of the Dead]]'';''[[Into the Dark]]'';''[[Last Orders at the Yawning Portal]]'';''[[Rescue from Vanrakdoom]]'';''[[Hellfire Requiem]]'';''[[Ruined Prospects]]'';''[[A Fool's Errand]]'';''[[Expedition to the Supreme Forge]]''
  +
|organized play refs = ''[[Day of the Raven]]'';''[[Touched by Darkness]]'';''[[Revenge of the Cult]]''
  +
}}
  +
  +
===Gallery===
  +
<gallery>
  +
Ghost.png|''A ghost from 2nd edition.''
  +
Advance Ghost.png|''Some ghosts looked different.''
  +
Advance Spirit.png|''While others looks quite ordinary.''
  +
</gallery>
  +
  +
===Further Reading===
  +
*{{Cite dungeon/191/Bestiary: Ghosts}}
  +
  +
===References===
 
{{Refs}}
 
[[de:Gespenster]]
 
[[de:Gespenster]]
[[Category:Ghosts]]
+
[[Category:Creature templates]]
[[Category:Humanoids]]
+
[[Category:Creatures found in the Domains of Dread]]
[[Category:Inhabitants of chaotic evil alignment]]
+
[[Category:Creatures found in the Negative Energy Plane]]
[[Category:Inhabitants of chaotic neutral alignment]]
+
[[Category:Creatures found in the Shadowfell]]
[[Category:Inhabitants of the Fugue Plane]]
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[[Category:Creatures found in Svartalfheim]]
[[Category:Inhabitants of lawful evil alignment]]
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[[Category:Creatures found in the World Serpent Inn]]
[[Category:Inhabitants of lawful neutral alignment]]
 
[[Category:Inhabitants of neutral alignment]]
 
[[Category:Inhabitants of neutral evil alignment]]
 
[[Category:Inhabitants of the Prime Material Plane]]
 
[[Category:Shadow creatures]]
 
[[Category:Undead]]
 

Latest revision as of 08:00, 16 February 2024

Ghosts were the souls of a deceased sentient creature that had been bound to haunt a specific area, object, or creature that held significance to them when they were alive.[1][8]

It was not exactly known for certain what caused some people to become ghosts, but over time a number of recurrent factors had been observed.[8] Often this state of existence was because of a soul having been horrendously evil in life,[5][6][7][8] their deaths being tremendously emotional, being denied a proper burial,[5][6] or because they had unfinished business.[1]

Heed me – ghosts sob and carry on about omens and portents, but in truth, they are only clamoring for attention so someone will respect their grief, yes. Death... does little for their manners... or their etiquette.

Description[]

These spirits typically resembled how they had in life. However, some ghosts had an altered appearance due to the nature of their demise.[3][2][8] Others were known to be capable of changing their appearance to suit their current disposition.[3][2] Often this altered appearance was due to the alignment they had in life,[3][8] revealing the true awfulness of their soul.[8] Sometimes ghosts were observed to be adorned in chains and weights, which some believed to be a warning from the gods to not follow a wicked path.[8]

Personality[]

A ghost's behavior was typically similar to the personality they had in life.[3] But in some cases, their personalities were altered by the process of death.[2]

The "unfinished business" that drove ghosts varied widely. Some might seek to fulfill an oath, others to relay a message to a loved one, while some might simply desire to have their death avenged.[1] They also tended to get enraged whenever items their bodies were buried with were stolen and would stop at nothing to get them back.[3]

Evil-aligned ghosts were said to hate goodness and all forms of life,[3][5][6][7][10] being driven by a sense of wickedness and spite.[1] As well as a desire to end the lives of other creatures,[3][5][6][7] in particular those responsible for or connected to its death.[1] For such ghosts it was nearly impossible to negotiate with them.[10]

Sometimes ghosts were unaware that they had died and thus would continually act out the daily routine they had in life.[1] Sometimes ghosts only had fragmented memories of their life.[2]

Abilities[]

Biology[]

Being a form of undead, ghosts had no need for the air, food, drink, or sleep that they formerly required in life.[1] Because of this, ghosts were often likely to neglect the bodily needs of those they possessed.[8] They moved about by flying. Having incorporeal bodies, they could pass through solid objects.[1] Some were known to use this phasing ability to surprise enemies.[2][8] When moving they made no noise.[11]

Benign Powers[]

  • Ethereal: Ghosts were capable of phasing between the Ethereal Plane and the Prime Material plane.[1][7] They could also see 60 feet (18 meters) into one plane whilst standing in the other.[1] Even when manifested on the Prime Material, a ghost was still partially within the Ethereal plane.[3]
  • Incorporeal (Spells): Ghosts were resistant to all spells based around acid, fire, lightning, and thunder. They were also immune to spells based around cold, necrotic energy, or poison.[1] Prior to the Spellplague, it was impossible to harm them with spells of any kind unless one was in an ethereal state.[5][6][7]
  • Incorporeal (Weapons): When it came to weapons, ghosts could only be harmed by those that were enchanted,[1] made of silver,[5][6][7] or had the ghost touch property.[12] They could also be harmed by holy water while in their semi-material form.[5][6] Many also had some form of weakness tied to their former life — the ghost of a tortured person could be harmed by the implements that had been used to torture them.[1]
  • Putting to Rest: However, some ghosts were so strongly tied to the Prime Material that they would always reform a few days following being destroyed by any of the aforementioned means.[2][3] Thus, the only surefire way to permanently rid an area of a ghost was by resolving the spirit's unfinished business.[1][2]

Prior to the Spellplague, humans and demihumans killed by a ghost typically remained dead permanently,[7] due to having had all their life-essence drained out of them.[5][6]

Occasionally ghosts in the Realms were capable of causing all magical items within 60 feet (18 meters) of them to glow with a cold, white radiance.[13]

Offensive Powers[]

  • Horrifying Visage: These undead spirits exuded a supernatural sense of fear in all non-undead creatures within 60 feet (18 meters) of them. This sense of fear caused creatures to flee and sometimes the fear would be so great that their bodies would age by ten to forty years.[3][1][5][6][7][14] As this fear was supernaturally provoked, even the most courageous of creatures could be affected.[5][6] This aging effect could be reversed with greater restoration, but only if done within twenty-four hours.[1]
  • Possession: Ghosts were capable of possessing the body of any humanoid that they could see within 5 feet (1.5 meters) of them. Doing so made the creature incapacitated and fully under the control of the spirit.[1] It was observed by some that while possessing a body ghosts were able to speak through them, though the voice would not be of the victim nor would the jaws or tongue noticeably move. Rather, the voice would be of the one the ghost had while alive and it would emanate from deep within the victim.[8] Besides killing the possessed, a ghost could be expelled from their body by means of the spells turn undead or dispel evil and good. Once free, it was impossible for a creature to be possessed by a ghost for the following twenty-four hours.[1]
  • Magic Jar: Prior to the Spellplague, ghosts were more well known to use an ability similar to the spell magic jar on victims within 60 yards (55 meters) of them rather than possession.[3][5][6][7][14]
  • Moan of Fear: Prior to the Spellplague, many ghosts were capable of emitting a moan that provoked a fear effect in living creatures.[3]
  • Telekinesis: Prior to the Spellplague, some ghosts were known to be capable of a form of telekinesis.[3]
  • Touch: Their most direct offensive ability was a sort of withering touch that imparted necrotic energy onto a target.[1][2][8][14] This withering could be such a shock to a victim's system that it sometimes caused death.[8] Alternatively, some ghosts possessed a touch that would drain creatures of their life energy, much like a wraith.[13]

Combat[]

Anything they possessed when they manifested was ethereal, possessing the ghost touch property. These were often things they were buried with.[3][11] If someone were to take the original material item that a ghost's copy was based on, then the ethereal copy would fade away.[3]

Varieties[]

Dragon and beholder ghosts MoF

A ghost dragon and a doomsphere.

Society[]

Homelands[]

Ghosts were known to occur in any type of region,[5][6] but they were most often found haunting areas at night.[5][6][7] Ghosts typically were tied to and haunted the area in which they died,[10][20] unable to wander beyond it,[10] though there were a few mobile forces of them.[20] Sailors who died out at sea alongside their vessel could potentially manifest upon an incorporeal reflection of it.[21]

Places haunted by ghosts tended to emanate sensations of profound sadness, loneliness, and unfulfilled desires.[1] Haunted locations often had certain areas where there were strange noises,[1][10] sounds they had enjoyed in life,[10] an unnatural silence, an unnatural feeling of cold, or inanimate objects moving around.[1] Though such manifestations would be due to a ghost's presence, the spirit did not consciously manifest them and had no control over them.[1][10] Noise manifestations were often projected through walls or door and were observed by some to cease as soon as a living creature got close.[10]

In Cormanthyr, the ghosts of many elves and dwarves haunted the ruins of the Old Elven Court.[22]

Unusually for a non-abandoned city, ghosts were a somewhat common sight in Velen.[23]

Besides the Prime Material plane, ghosts were often known to be found in the Shadowfell,[24] including the Domains of Dread, such as Barovia.[25]

Languages[]

Like many types of undead, ghosts knew all languages that they had known in life.[1]

Relationships[]

Some ghosts were willing to work with or for other creatures if they believed that doing so could help them achieve their desires. They were often seen in the company of flameskulls, larva mages, rot harbingers, and spectres.[2]

Besides mere creatures, some ghosts acted as servants of deities, such as Kiaransalee.[26] The ghosts of diligent priests of Moradin were said to haunt certain trails, old abandoned delves, and mountain passes — in these places they would appear before lost dwarves or the allies of dwarves, especially during harsh weather, and guide them along a safe route to either their destination or some form of refuge.[27]

Notable Ghosts[]

Trivia[]

  • The Church of Myrkul believed that annually, unseen ghosts rose from the essences of all dead bodies on the Day of the Dead and then sought out their ancestors. They believed that these ghosts would then deliver a message or warning through some non-verbal means, or just simply observe.[31]

Appendix[]

See Also[]

Appearances[]

Adventures

Novels & Short Stories

Comics

Advanced Dungeons & Dragons (comic series) (#21) • Neverwinter Tales (#1, #2, #3, #4, #5) • Dungeons & Dragons: Forgotten Realms (#5)

Gamebooks

Video Games

Board Games

Card Games

Organized Play & Licensed Adventures

Gallery[]

Further Reading[]

References[]

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 147. ISBN 978-0786965614.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), pp. 116–117. ISBN 978-0-7869-4852-9.
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 3.12 3.13 3.14 3.15 3.16 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), pp. 116–118. ISBN 0-7869-2893-X.
  4. James Wyatt (October 2001). Oriental Adventures (3rd edition). (Wizards of the Coast), p. 145. ISBN 0-7869-2015-7.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 David "Zeb" Cook et al. (1989). Monstrous Compendium Volume One. (TSR, Inc). ISBN 0-8803-8738-6.
  6. 6.00 6.01 6.02 6.03 6.04 6.05 6.06 6.07 6.08 6.09 6.10 6.11 6.12 6.13 6.14 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 130. ISBN 1-5607-6619-0.
  7. 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 43. ISBN 0-935696-00-8.
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 Vince Garcia (December 1988). “Ghosts”. In Scott Martin Bowles ed. Lords of Darkness (TSR, Inc.), p. 57. ISBN 0-88038-622-3.
  9. Black Isle Studios (August 2002). Designed by J.E. Sawyer. Icewind Dale II. Interplay.
  10. 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 10.8 Vince Garcia (December 1988). “Ghosts”. In Scott Martin Bowles ed. Lords of Darkness (TSR, Inc.), p. 58. ISBN 0-88038-622-3.
  11. 11.0 11.1 Andy Collins, Bruce R. Cordell (October 2004). Libris Mortis: The Book of Undead. (Wizards of the Coast), p. 144. ISBN 0-7869-3433-6.
  12. Andy Collins, Bruce R. Cordell (October 2004). Libris Mortis: The Book of Undead. (Wizards of the Coast), p. 20. ISBN 0-7869-3433-6.
  13. 13.0 13.1 13.2 James Wyatt, Rob Heinsoo (February 2001). Monster Compendium: Monsters of Faerûn. Edited by Duane Maxwell. (Wizards of the Coast), p. 88. ISBN 0-7869-1832-2.
  14. 14.0 14.1 14.2 Andy Collins, Bruce R. Cordell (October 2004). Libris Mortis: The Book of Undead. (Wizards of the Coast), p. 146. ISBN 0-7869-3433-6.
  15. Andy Collins, Bruce R. Cordell (October 2004). Libris Mortis: The Book of Undead. (Wizards of the Coast), pp. 101–103. ISBN 0-7869-3433-6.
  16. Jennifer Clarke Wilkes, David Eckelberry, Rich Redman (February 2003). Savage Species. (Wizards of the Coast), p. 118. ISBN 0-7869-2648-1.
  17. Wolfgang Baur, Steve Kurtz (1992). Monstrous Compendium Al-Qadim Appendix. (TSR, Inc). ISBN l-56076-370-1.
  18. James Wyatt (September 2002). City of the Spider Queen. (Wizards of the Coast), pp. 126–127. ISBN 0-7869-1212-X.
  19. John Nephew and Jonathan Tweet (April 1992). City of Gold. (TSR, Inc), p. 80. ISBN 978-1560763222.
  20. 20.0 20.1 Ed Greenwood, The Hooded One (2011-07-11). Questions for Ed Greenwood (2011). Candlekeep Forum. Retrieved on 2021-08-09.
  21. Mike Mearls, Kate Welch (May 2019). Ghosts of Saltmarsh. Edited by Kim Mohan. (Wizards of the Coast), p. 210. ISBN 978-0-7869-6686-8.
  22. Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves. (TSR, Inc), p. 107. ISBN 0-7069-0761-4.
  23. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), p. 191. ISBN 978-0-7869-4924-3.
  24. Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). Forgotten Realms Campaign Guide. Edited by Jennifer Clarke Wilkes, et al. (Wizards of the Coast), pp. 65, 69. ISBN 978-0-7869-4924-3.
  25. Christopher Perkins, Tracy Hickman, Laura Hickman (March 2016). Curse of Strahd. Edited by Kim Mohan. (Wizards of the Coast), pp. 5, 30. ISBN 978-0-7869-6598-4.
  26. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 24. ISBN 0-7869-1239-1.
  27. Eric L. Boyd (November 1998). Demihuman Deities. Edited by Julia Martin. (TSR, Inc.), p. 78. ISBN 0-7869-1239-1.
  28. Chet Williamson (July 1998). Murder in Cormyr. (TSR, Inc.), chaps. 1, 32, pp. 2–4, 213–214. ISBN 0-7869-0486-0.
  29. Stormfront Studios (2001). Designed by Mark Buchignani, Ken Eklund, Sarah W. Stocker. Pool of Radiance: Ruins of Myth Drannor. Ubisoft Entertainment.
  30. Christopher Perkins (September 2020). Icewind Dale: Rime of the Frostmaiden. Edited by Kim Mohan. (Wizards of the Coast), p. 70. ISBN 978-0786966981.
  31. Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc.), p. 126. ISBN 978-0786903849.