Brine Ghost
Medium undead, chaotic evilArmor Class 16
Hit Points 91 (14d8 + 28)
Speed 0 ft., fly 50 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
7 (−1) | 16 (+3) | 14 (+2) | 12 (+1) | 14 (+2) | 18 (+4) |
Saving Throws Wisdom +5, Charisma +7
Skills Intimidation +7, Stealth +6
Damage Resistances cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks
Damage Immunities acid, necrotic, poison
Senses darkvision 60 ft., passive Perception 12
Languages understands all languages they spoke in life
Challenge 8 (3,900 XP)
Ethereal Sight. The brine ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Incorporeal Movement. The brine 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.
Salty Aura. The brine ghost smells heavily of wet salt and the open sea. At the start of its turn, any creature within 10 feet of the brine ghost must succeed on a DC 17 Constitution saving throw or take 3 (1d6) acid damage from the salt corroding their flesh. A creature that makes its saving throw is not affected by the same brine ghost’s salty aura for 24 hours.
Actions
Debilitating Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 25 (6d6 + 4) necrotic damage. The victim must succeed on a DC 17 Constitution saving throw or have magical salt enter its wounds, causing the victim to become incapacitated from the intense pain until the end of its next turn.
Etherealness. The brine 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.
Wail of the Briny Deep (1/Day). The brine ghost wails in anguish. All creatures within 20 feet of the apparition must make a DC 17 Charisma saving throw or suffer 27 (8d6) psychic damage and gain a powerful curse that causes them to gain the frightened condition whenever they are within sight of a large body of water more than 10 feet deep. A successful saving throw reduces the psychic damage by half and prevents the curse from taking effect, and a remove curse spell or similar magic can end the effect.