THE SHARED REFERENCE Adventurer

Monster

Cloud Giant Ghost

Outside your table’s allowed sources

Official reference · CM · 2014

Creature type
Undead
Size
Huge
Armor class
15 (natural armor)
Hit points
104 (16d12)
Speed
Fly 40 ft. (hover)
Challenge rating
9
Strength
27
Dexterity
11
Constitution
10
Intelligence
12
Wisdom
16
Charisma
17
Passive Perception
17
Saving Throws
wis: +7; cha: +7
Skills
perception: +7
Senses
darkvision 120 ft.
Languages
Common, Giant
Resistances
cold
Immunities
necrotic, poison
Condition Immunities
charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Traits

Ethereal Sight

The ghost can see 120 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement

The ghost can move through other creatures and objects as if they were 3. It takes 5 (1d10) force damage if it ends its turn inside an object.

Regeneration

The ghost regains 10 hit points at the start of its turn. If the ghost takes radiant damage or damage from a magic weapon, this trait doesn't function at the start of the ghost's next turn. The ghost dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack

The ghost makes two melee attacks.

Spectral Weapon

Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) force damage.

Etherealness

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Wind Howl (Recharge 6)

The ghost emits a dreadful howl that summons a cold, biting wind. This wind engulfs up to three creatures of the ghost's choice that it can see within 60 feet of it. Each target is pulled up to 20 feet toward the ghost and must make a DC 15 Constitution saving throw, taking 16 (3d10) cold damage on a failed save, or half as much damage on a successful one.

Spellcasting

The ghost casts one of the following spells, using Charisma as the spellcasting ability and requiring no material components:

At will: fog cloud

1/day: control weather

3/day: telekinesis

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