b'Ghost Dwarf \n'b'  Family:   Ghosts  \n'b' The spectral visage of a wide-eyed dwarf stares out from the open visor of a suit of black platemail, muttering to itself. \n'b'  Medium   undead ,  neutral evil  \n'b'  Armor Class  14 (natural armor)  Hit Points  81 (18d8)  Speed  30 ft., fly 40 ft. (hover)\n'b' STATS STR: 4 (-3) DEX:  14 (+2)  CON:  10 (+0)  INT:  10 (+0)  WIS:  14 (+2)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Wisdom  +5  Damage Resistances  acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  12  Languages  any languages it knew in life  Challenge  6 (2,300 XP) \n'b' Special Traits \n'b'\n'b'  Aura of Defiance . The ghost dwarf and any undead within 10 feet of it have advantage on saving throws against effects that turn undead. \n'b'  Ethereal Sight . The ghost dwarf can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b'  Incorporeal Movement . The ghost dwarf 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'  Sunlight Sensitivity . While in sunlight, the ghost dwarf has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'\n'b' Actions \n'b'\n'b'  Multiattack . The ghost dwarf makes three attacks, only one of which can be a hand of the grave  attack . \n'b'  Ghostly Axe .  Melee or Ranged Weapon Attack : +5 to hit, reach 5 ft. or range 20/60 ft., one target.  Hit : 5 (1d6 + 2) plus 9 (2d8) necrotic damage. A new ghostly axe appears in the  ghost   dwarf\xe2\x80\x99s  hand after it is thrown. \n'b'  Hand of the Grave .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 18 (4d8) necrotic damage. The target must succeed on a DC 15  Constitution  saving throw or its  hp  maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a  long rest . The target dies if this effect reduces its  hp  maximum to 0. \n'b'  Prayers Unanswered (Recharge 5-6) . The ghost dwarf emits a constant whisper consisting of prayers, pleading, cursing, and cryptic phrases. The volume of the whispering intermittently increases, and those within 30 feet of the ghost dwarf that can hear it must succeed on a DC 15  Wisdom  saving throw or become  frightened  for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Etherealness . The ghost dwarf 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'\n'b' About \n'b'  From Hope to Horror . The risen shades of dwarven paladins and other would-be heroes who made holy war on the undead and lost, the ghost dwarves march by night, sent back to slay those who originally sent them. \n'b'  Prayers Unanswered . The face of a ghost dwarf stares out from its black helm with a look of sheer terror, desperate and unguarded enough to horrify most dwarves. The echoes of their last words, of oaths in vain and pleadings with their gods, fill the air around them in a chilling whisper. \n'b'  Instruments of Spite . More powerful undead take great pleasure in sending these shades back against their grieving kin.\xc2\xa0The ghost dwarves themselves often lead wights and other lesser undead into battle. \n'b'  Undead Nature . A ghost dwarf doesn\xe2\x80\x99t require air, food, drink, or sleep.'