Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ghost Commoner (BB)Creature 4

Source Pathfinder Beginner Box
Perception +10 (darkvision)
Languages none
Skills Stealth +12
Str -5, Dex +3, Con +0, Int +0, Wis +2, Cha +2

AC 20; Fort +8; Reflex +11; Will +8;
HP 30 (rejuvenation)
Speed 0 feet (fly 25 feet)
Immunities poison, unconscious
Resistances All 5

Ghostly Hand One Action +13 (+9, +5) to hit (agile, finesse, magical) 2d6+2 Negative


A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Site Bound

A ghost can stray no more than 120 feet from where it was killed or the place it haunts. Some are bound to items or creatures that were special to them rather than a location.


A ghost has no body and can pass through physical objects, though it can't end its turn inside one. Most checks that use Strength and require a body, such as Grapple and Shove, don't work against a ghost, and a ghost can't attempt such checks.

Rejuvenation (divine, necromancy)

Setting right the injustice that led to the ghost's death allows it to move on to the afterlife. Otherwise, when destroyed, the ghost re-forms after 2d4 days within the location it's bound to, fully healed.

Frightful Moan Two Actions (divine, enchantment, fear, mental)

Each living creature within 30 feet who hears the ghost must attempt a DC 21 will save. On a failure, a creature gains the Frightened 2 condition (or Frightened 3 on a critical failure).

On a success, a creature can't be affected by this ghost's Frightful Moan for 1 minute.



Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.


An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1. Corporeal creatures can pass through an incorporeal creature, but they can't end their movement in its space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects-only against incorporeal ones-unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.