Its hard fighting something that's only half there. Sometimes it just need to complete something to pass on, other times it's here to feed.
--Zacharian Ryder, Exorcist, Priestess of the Lady of Ravens (We,us)
Not all of the departed souls in UslaCairne get swept up or absorbed, or devoured by the material inhabitants of the realm. Whether it is for love, jealousy, vengeance, or any other of a host of reasons, many of the spirits of mortals cling to the material realm in one form or another. Ghost and Spirits are a common occurrence in the ruins surrounding the Black Sands and those whose homes have been ground to dust in the sands can be found drifting or hunting on the winds.
Ghosts and spirits exist half in the realm and half somewhere else. Scholar have posited that they may be connected to the Shadows that rise from the Deep Dark, while others dismiss this because of the luminescent qualities of most ghost or spirit manifestations. When angered or in defense Ghosts or Spirits can cause objects to move, fires to ignite, or intensify, or they can physically attack by moving through a creature. Armor provides no defense against this attack. Ghosts and Spirits drain health, and constitution from there victims when this happens causing the person to thin and become more hollow. Anyone who dies as a result of a Ghost or Spirit attack will rise as a new spirit in d4 turns.
Armor 0(19) only struck by magic immune to all elements
HD 4d8-10d8
Int 7-18
Move 12(30)
ToHit 16(+4)-10(+10)
Atx 1x improvised object d6+ Life Drain 2d8 Health d4 Con.
Random reasons the ghost is here.