Philosopher's Ghost
Medium Ooze, unaligned (CR 4)Armor Class 13
Hit Points 77 (14d8+14)
Speed 40 ft.
9 (-1)
17 (+3)
12 (+1)
2 (-4)
10 (+0)
6 (-2)
Skills
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages -
Challenge Rating 4
Actions
Multiattack.
The philosopher's ghost makes two burning touch attacks.
Burning Touch.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) fire damage. If the target is a creature, it suffers a burning lesion, taking 2 (1d4) fire damage at the start of each of its turns. Any creature can take an action to soothe the burning lesion with a successful DC 12 Wisdom (Medicine) check. The lesion is also soothed if the target receives magical healing.
sizeMedium
typeOoze
group
alignmentunaligned
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancesacid, cold; slashing from nonmagical attacks
damage_immunitiesfire, poison
condition_immunitiesblinded, charmed, deafened, exhaustion, frightened, prone
cr4
reactions
legendary_desc
legendary_actions
special_abilitiesname: Illumination,desc: The philosopher's ghost sheds bright light in a 20-foot-radius and dim light for an additional 20 feet.,name: Persistent Burning Form,desc: The philosopher's ghost can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ghost or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the philosopher's ghost can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that target takes 5 (1d10) fire damage and catches fire; until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.,name: Siege Monster,desc: The philosopher's ghost deals double damage to objects and structures.,name: Water Vulnerability,desc: If completely immersed in water, a philosopher's ghost's movement halves each round until it stops moving completely, becoming incapacitated, and contact with it no longer causes damage. As soon as any portion of it is exposed to the air again, it resumes moving at full speed.
spell_list
page_no297
document__license_urlhttp://open5e.com/legal
document__slugcc
document__titleCreature Codex
document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/
Find the complete stats on: Open5e
Creature Codex, page no. 297