b'Ghost of a Master \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  66 (12d8 + 12)  Speed  40 ft.\n'b' STATS STR: 10 (+0) DEX:  18 (+4)  CON:  13 (+1)  INT:  11 (+0)  WIS:  18 (+4)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +7,  Wisdom  +7  Skills   Acrobatics  +7,  Stealth  +7  Damage Resistances  acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  cold, necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  frightened ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses  darkvision 60 ft., passive  Perception  14  Languages  Common, Infernal  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Fists of Dark Flame  (1/day). The  ghost  of a master wreaths its fists in flame. It deals an additional 7 (2d6) fire damage when it hits with its Unarmed Strikes for 1 minute. \n'b'  Ethereal Sight . The  ghost  of the master can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b'  Incorporeal Movement . The  ghost  of a master 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. \n'b'  Actions \n'b'   Multiattack . The  ghost  of a master makes three Unarmed Strikes. It can use its Flurry of Blows ability in place of one of the Unarmed Strikes. \n'b'  Unarmed Strike .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 7 (1d6 + 4) necrotic damage. \n'b'  Flurry of Blows  (3/day).  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 14 (3d6 + 4) necrotic damage, and the target suffers one of the following effects of the  ghost  of a master\xe2\x80\x99s choice: The target must succeed on a DC 15  Dexterity  saving throw or be knocked  prone . The target must make a DC 15  Strength  saving throw or be pushed up to 15 feet away from it. The target can\xe2\x80\x99t take  reactions  until the end of its next turn. \n'b'  Etherealness . The  ghost  of a master 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\xe2\x80\x99t affect or be affected by anything on the other plane. \n'b'  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. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A  frightened  target can repeat the saving throw at the end of each of its turns, ending the  frightened  condition on itself on a success. If a target\xe2\x80\x99s saving throw is successful or the effect ends for it, the target is immune to this  ghost\xe2\x80\x99s  Horrifying Visage for the next 24 hours. The aging effect can be reversed with a  greater restoration  spell, but only within 24 hours of it occurring. \n'b'  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\xe2\x80\x99t deprive the target of awareness. The  ghost  can\xe2\x80\x99t 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\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s 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\xe2\x80\x99s  Possession for 24 hours after succeeding on the saving throw or after the possession ends.'