Philosopher's Ghost

Medium Ooze, unaligned (CR 4)

Armor Class 13

Hit Points 77 (14d8+14)🎲

Speed 40 ft.


STR

9 (-1)

DEX

17 (+3)

CON

12 (+1)

INT

2 (-4)

WIS

10 (+0)

CHR

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

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document__slugcc

document__titleCreature Codex

document__urlhttps://koboldpress.com/kpstore/product/creature-codex-for-5th-edition-dnd/

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Creature Codex, page no. 297
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