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Ghost Captain (Human Ghost Fighter 3/Rogue 3)

Ghost Captain CR 7

XP 3,200
Human ghost fighter 3/rogue 3
CE Medium undead (augmented humanoid, incorporeal)
Init +7; Senses darkvision 60 ft.; Perception +9

DEFENSE

AC 19, touch 19, flat-footed 15 (+5 deflection, +3 Dex, +1 dodge)
hp 70 (6 HD; 3d10+3d8+36)
Fort +9, Ref +9, Will +5; +1 vs. fear
Defensive Abilities bravery +1, channel resistance +4, evasion, trap sense +1, incorporeal, rejuvenation; Immune undead traits

OFFENSE

Speed fly 30 ft. (perfect)
Melee corrupting touch +8 (7d6, Fort DC 18 halves)
Special Attacks corrupting gaze (2d10 plus 1d4 Charisma, DC 18), sneak attack +2d6

STATISTICS

Str —, Dex 16, Con —, Int 13, Wis 12, Cha 20
Base Atk +5; CMB +8; CMD 24
Feats Lightning Reflexes, Weapon Finesse
Skills Bluff +14, Diplomacy +14, Fly +11, Intimidate +14, Knowledge (geography) +4, Perception +9, Profession (sailor) +10, Sense Motive +10, Stealth +20, Swim +6; Racial Modifiers +8 Perception, +8 Stealth
Languages Common, Polyglot
SQ armor training 1, rogue talents (bleeding attack +2), trapfinding +1

SPECIAL ABILITIES

Corrupting Gaze (Su)

The ghost is disfigured through age or violence, and has a gaze attack with a range of 30 feet that causes 2d10 damage and 1d4 Charisma damage (Fortitude save negates Charisma damage but not physical damage).

Corrupting Touch (Su)

By passing part of its incorporeal body through a foe's body as a standard action, the ghost inflicts 7d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.

Rejuvenation (Su)

In most cases, it's difficult to destroy a ghost through simple combat: the “destroyed” spirit restores itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy a ghost is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research, and should be created specifically for each different ghost by the GM.