b'Ghost Dragon \n'b'  Family:   Ghosts  \n'b'  Large   undead ,  any alignment  \n'b'  Armor Class  14  Hit Points  126 (23d10)  Speed  0 ft., fly 60 ft.\n'b' STATS STR: 10 (+0) DEX:  19 (+4)  CON:  10 (+0)  INT:  14 (+2)  WIS:  16 (+3)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Dexterity  +8,  Wisdom  +7  Skills   Perception  +7,  Stealth  +8  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  120 ft., passive  Perception  17  Languages  any languages it knew in life  Challenge  11 (7,200 XP) \n'b' Special Traits \n'b'   Ghost Dragon Ethereal Sight . The ghost dragon can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. \n'b'  Incorporeal Movement . The ghost dragon 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 dragon makes one claw  attack  and one withering bite  attack . \n'b'  Claw .  Melee Weapon Attack : +8 to hit, reach 10 ft., one target.  Hit : 11 (2d6 + 4) slashing damage. \n'b'  Withering Bite .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 17  Constitution  saving throw or take 18 (4d8) necrotic damage. \n'b'  Etherealness . The ghost dragon 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 Breath (Recharge 5-6) . The ghost dragon exhales a blast of icy terror in a 30-foot cone. Each living creature in that area must make a DC 16  Wisdom  saving throw. On a failure, a creature takes 44 (8d10) psychic damage and is  frightened  for 1 minute. On a success, it takes half the damage and isn\xe2\x80\x99t  frightened . A  frightened  target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. In the empty dragon\xe2\x80\x99s lair with no trace of treasure or  beast , a cold breeze from nowhere wafts through the chamber. A wavering draconic form fades into sight, its hissing anger leaking out through translucent teeth. \n'b'  About \n'b'  The Wrath of Dragons . A ghost dragon\xe2\x80\x99s creation does not differ greatly from the creation of a human ghost. Dragons of any size, color, or magical ability can become ghost dragons. If the circumstances of the dragon\xe2\x80\x99s demise are troubling or violent enough, the soul may be denied an afterlife, leaving the ghost dragon\xe2\x80\x99s spirit to haunt the Material Plane until it finds peace. Dragons whose wrathful natures are more intense than others are most likely to become ghost dragons. \n'b'  Tied to Lairs . Most ghost dragons are bound to the areas where they once laired. They may be able to roam within a mile or two of those places, but their unfinished business generally involves a notable event in their lairs: death at the hands of sneaky adventurers, betrayal by their followers, machinations of a rival dragon, etc. The ghost dragon may call upon the powers of its lair for a short time after its mortal death, but soon its lair powers (and its actions) fade. This tends to enrage the ghost dragon even more. \n'b'  Undead Nature . The ghost dragon doesn\xe2\x80\x99t require air, food, drink, or sleep. \n'b' Alternate Traits and Actions \n'b'  Source  ExpCod (Open Design) \n'b' The following changes allow GMs to alter a ghost dragon without modifying its challenge rating. \n'b'   Possess Dragon (Recharge 5-6) . One dragon that the ghost dragon can see within 10 feet of it must succeed on a DC 16  Charisma  saving throw or be possessed by the ghost dragon. The ghost dragon then disappears, and the target is  incapacitated  and loses control of its body. The ghost dragon now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. The ghost dragon 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 dragon 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 dragon reappears in an unoccupied space within 10 feet of the body. The target is immune to this ghost dragon\xe2\x80\x99s Possess Dragon for 24 hours after succeeding on the saving throw or after the possession ends. The ghost dragon loses its Horrifying Breath  attack . Alternatively, the recharge for this action and for Horrifying Breath can be modified to recharge on 6. \n'b'  Shade of Life Breath (Recharge 5-6) . The ghost dragon exhales a blast of energy reminiscent of its former existence combined with the terrible energy powering its current existence. Each living creature in the ghost dragon\xe2\x80\x99s 30-foot-cone blast must make a DC 17 Reflex saving throw, taking 27 (5d10) damage based on the living dragon\xe2\x80\x99s breath (acid, cold, fire, and so on, but the damage type doesn\xe2\x80\x99t change) and 27 (5d10) psychic damage on a failed save or half as much damage on a successful one. A living dragon that fails its saving throw must succeed on a DC 16  Wisdom  saving throw or become  frightened  for 1 minute. A  frightened  target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The ghost dragon loses its Horrifying Breath  attack .'