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Ghost

Ghost

Ghost Game Tokens

Enhance your supernatural adventures with our free Ghost game tokens at Mistcharter Maps! Download now to bring the haunting presence of these spectral beings to your tabletop games with detailed, vivid artwork. Whether you're exploring haunted mansions or unraveling mysteries, our tokens will add an extra layer of immersion to your gameplay. Don't miss out on this opportunity to elevate your gaming experience!

Token pack includes 250x250px square and round game tokens.

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  • Challenge Rating

    4

  • Type

    Undead

  • Size

    Medium

  • Habitat

    Town And Village
    Explore our town / village maps for more inspiration.

  • AC

    11

  • HP

    45 (10d8)

  • "

    Ghost Introduction

    In the dim light of the moonlit night, a chilling presence lingers in the air, sending shivers down your spine. Before you stands a ghost, an ethereal specter that seems to drift between the realms of the living and the dead. Its translucent form shimmers with an otherworldly glow, casting an eerie luminescence that dances across the walls. The ghost's visage is a haunting echo of its former self, with hollow eyes that seem to peer into the very depths of your soul. Its tattered, spectral garments flutter as if caught in an unfelt breeze, whispering secrets of a time long past.


    Ghosts are the restless spirits of those who have met untimely or tragic ends, bound to the mortal plane by unfinished business or deep-seated regrets. They are often encountered in places steeped in history and sorrow, such as ancient ruins, abandoned manors, or forgotten battlefields. These spectral beings are known to haunt the locations of their demise, forever tethered to the memories of their past lives. Their presence is often heralded by a sudden drop in temperature, the flickering of candle flames, or the faint sound of mournful wails carried on the wind.


    Legends speak of ghosts as both harbingers of doom and benevolent guides, depending on the nature of their unresolved ties to the world. Some tales tell of vengeful spirits seeking retribution for wrongs done to them, while others recount stories of ghosts who offer guidance to the lost or protect the innocent from harm. It is said that those who encounter a ghost must tread carefully, for these spectral entities can be unpredictable, their motives as elusive as the mist that surrounds them.


    As you stand in the presence of this ghost, the air grows heavy with a sense of melancholy and longing. The ghost's gaze seems to beckon you closer, as if imploring you to listen to its silent plea. In this moment, you realize that the ghost is not merely a creature of fear, but a soul trapped between worlds, yearning for release. Whether you choose to aid this spirit in finding peace or flee from its haunting presence, the encounter with a ghost is sure to leave an indelible mark on your journey.


    "

  • Ghost Skills & Traits

    Skills

    • Stealth +4
    • Perception +3

    Senses

    • Darkvision 60 ft.
    • Passive Perception 13

    Languages

    • Understands all languages it knew in life but can't speak

    Abilities

    • Ethereal Sight: The ghost can see 60 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 difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

    Actions

    • Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic 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.
    • Horrifying Visage: Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the ghost is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours.
    • Possession (Recharge 6): One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

  • "

    Battle Tips for Ghosts

    Ghosts are ethereal and haunting creatures that can provide a chilling challenge for adventurers. As a Dungeon Master, utilizing ghosts effectively can create an atmosphere of suspense and fear. Here are some tips on how to use ghosts in battle:


    Using Ghosts in Battle

    • Incorporate the Environment: Ghosts can move through walls and other solid objects, allowing them to use the environment to their advantage. Consider having them appear and disappear through walls, floors, or ceilings to keep players on edge.
    • Leverage Their Intangibility: Ghosts can be difficult to hit due to their incorporeal nature. Use this to frustrate players by having ghosts phase in and out of the material plane, making them hard to target.
    • Exploit Fear: Ghosts often have abilities that can instill fear in characters. Use these abilities strategically to disrupt the party's plans and force them to make difficult decisions.

    Coordinating Multiple Ghosts

    • Ambush Tactics: Multiple ghosts can coordinate to ambush the party from different directions. Use their ability to move through walls to set up surprise attacks that catch players off guard.
    • Divide and Conquer: Ghosts can work together to isolate members of the party. By using their fear-inducing abilities, they can scatter the group and pick off characters one by one.
    • Overwhelm with Numbers: While a single ghost can be a challenge, a group of ghosts can be overwhelming. Use their numbers to surround and overwhelm the party, forcing them to think strategically about their positioning and tactics.

    Retreat and Regroup

    • Strategic Withdrawal: If the battle turns against them, ghosts can easily retreat through walls to regroup and plan their next attack. Use this ability to prolong encounters and keep players on their toes.
    • Reinforcements: Ghosts can call upon other spirits or undead creatures to aid them in battle. Consider having them retreat to summon additional allies, increasing the challenge for the party.
    • Psychological Warfare: Even in retreat, ghosts can continue to haunt the party, using their abilities to create unsettling noises or visions that keep players on edge and drain their resources over time.

    By using these tips, you can create memorable and challenging encounters with ghosts that will test the mettle of any adventuring party.


    "

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