Frightful Fridays! Ghostpuncher

Welcome back for another Frightful Fridays! It’s construct week, and I’ve got an incorporeal construct meant to defeat other incorporeal creatures. It’s still no slouch against corporeal creatures, like the PCs.

I hope you like the ghostpuncher. See you next week!

This hazy biped’s fists thrum with energy.
Ghostpuncher      CR 11
XP 12,800
N Medium construct (incorporeal)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
DEFENSE
AC
 25, touch 21, flat-footed 18 (+4 deflection, +6 Dex, +1 dodge, +4 shield)
hp 153 (14d10+76)
Fort +4, Ref +14, Will +7
Defensive Abilities force defenses, incorporeal; Immune construct traits
OFFENSE
Speed
 fly 40 ft. (perfect)
Melee 2 slams +20 (3d6+6 force/19–20)
Special Attacks ghostbane strikes
Spell-Like Abilities (CL 14th; concentration +18)
   Constant—shield
   At will—magic missile 
   3/day—quickened magic missile, spiritual weapon
STATISTICS
Str —, Dex 23, Con —, Int 8, Wis 17, Cha 19
Base Atk +14; CMB +20; CMD 25
Feats Combat Reflexes, Dodge, Hover, Improved Critical (slam), Mobility, Quicken Spell-Like Ability (magic missile), Spring Attack
Skills Fly +14, Knowledge (planes, religion) +0 (+12 when identifying incorporeal or Ethereal creatures), Perception +15; Racial Modifiers +12 Knowledge (planes, religion) when identifying incorporeal or Ethereal creatures
ECOLOGY
Environment
 any
Organization solitary, pair, or exorcism (3−6)
Treasure none
SPECIAL ABILITIES
Force Defenses (Su)
 A ghostpuncher uses its Charisma score in place of its Constitution score when calculating hit points. It also has a resistance bonus equal to its Charisma modifier for its Reflex saves and has a constant shield spell protecting it.
Ghostbane Strikes (Su)
 A ghostpuncher deals an extra 2d6 points of damage against incorporeal or Ethereal targets. This extra damage also applies to its spiritual weapon. Additionally, if the ghostpuncher targets a creature possessed by another creature, it can choose to inflict damage to the possessing creature.

Wizards paranoid about infiltration by incorporeal intruders created ghostpunchers to root out such intruders and dispatch them, allowing the wizards to focus their attention on other matters. Spellcasters who survived attacks by incorporeal creatures able to possess corporeal hosts tweaked the constructs to better recognize these enemies. The wizards also updated ghostpunchers to target possessing creatures and preserve the lives of hapless victims whose lives the wizards wished to preserve.

As ghostpunchers gained autonomy, usually resulting from their creators’ deaths, they continued their monomaniacal pursuit of ghostly menaces with the intent to eradicate them from the world. Occasionally, they’ll turn their attention to corporeal foes when they believe these opponents protect or summon their ultimate enemies. Unfortunately, trace ectoplasmic residue confuses ghostpunchers into mistaking those who have recently encountered incorporeal creatures as spectral foes.

GHOSTPUNCHER             CREATURE 11
N Medium Construct Incorporeal
Perception
 +21; darkvision
Skills Acrobatics +23, Incorporeal Lore +22, Stealth +16
Str −4, Dex +6, Con +0, Int −1, Wis +3, Cha +4

AC 30; Fort +16, Ref +26, Will +17
HP 179; Immunities bleed, death effects, disease, doomed, drained, fatigued, magic missile, necromancy, nonlethal, paralyzed, poison, precision, sickened, unconscious; Resistances all 10 (except force or ghost touch; double resistance vs. non-magical)

Speed fly 30 feet
Melee [one-action] fist +24 (agile, finesse, magical), Damage 2d10+12 force
Arcane Innate Spells DC 30, attack +22; 4th spiritual weapon (x3); 3rd magic missile (at will)
Ghostbane Strikes When the ghostpuncher hits an incorporeal creature with its fist Strike or spiritual weapon, it adds 2d6 force damage. If it hits a target possessed by another creature, it can damage the possessing creature instead of the target.

Ghostpuncher
Medium Construct, Unaligned

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Armor Class 17 (Charisma)
Hit Points 142 (19d8 + 57)
Speed 0 ft., fly 40 ft. (hover)

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STR 2 (−4), DEX 19 (+4), CON 16 (+3), INT 8 (−1), WIS 15 (+2), CHA 17 (+3)
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Saving Throws Dex +8
Damage Resistances acid, cold, fire, lightning, necrotic, radiant, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages —
Challenge 11 (7,200 XP) Proficiency Bonus +4
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Expel Possessor. If the ghostpuncher targets a creature possessed by another creature, it can choose to inflict damage to the possessing creature instead of the target.

Immunity to Magic Missile. The ghostpuncher takes no damage from magic missile.

Incorporeal Movement. The ghostpuncher 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.

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Actions
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Multiattack. The ghostpuncher makes two Slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) force damage plus 14 (4d6) force damage if the target has the Incorporeal Movement trait.

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Bonus Actions
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Force Bolt (Recharge 4–6). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (4d6 + 3) force damage plus 14 (4d6) force if the target has the Incorporeal Movement trait.

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