Volt Ghost

Volt Ghost CR 9

XP 6,400
CE Medium undead (incorporeal)
Init +10; Senses darkvision 60 ft., lifesense 60 ft., Perception +20
Aura ionic (30 ft., Fort DC 20)


AC 20, touch 20, flat-footed 14 (+3 deflection, +6 Dex, +1 dodge)
hp 105 (14d8+42)
Fort +7, Ref +12, Will +11; channel resistance +2
Immune electricity, incorporeal, undead traits


Speed fly 40 ft. (perfect)
Melee touch +16 (5d6 electricity plus 1d6 Dex damage)
Special Attacks destroy metal
Spell-like Abilities CL 10th, concentration +13

3/dayempowered lightning bolt (DC 16), shocking ray (as scorching ray, but electricity damage), telekinesis (DC 19)
1/dayhaste (self only)


Str -, Dex 22, Con -, Int 13, Wis 17, Cha 17
Base Atk +10; CMB -; CMD 30
Feats Dodge, Empower SLA (lightning bolt), Flyby Attack, Improved Initiative, Lightning Reflexes, Mobility, TechnologistB, Weapon Finesse
Skills Disable Device +15, Fly +31, Knowledge (engineering) +15, Perception +20, Stealth +23
Languages Auran, Common
SQ ghost touch


Environment urban or underground
Organization solitary or pair
Treasure incidental


Destroy Metal (Ex)

If a volt ghost chooses, it can deal electricity damage to metal objects it touches. If it does so, the damage ignores the first 10 points of the object’s hardness.

Dexterity Damage (Ex)

A living creature touched by a volt ghost must succeed a DC 20 Fortitude save or take 1d6 points of Dexterity damage. The save DC is Charisma based.

Ghost Touch (Su)

A volt ghost can manipulate corporeal objects of up to 25 lbs. in weight.

Ionic Aura (Ex)

Any technological item within 30 feet of a volt ghost must succeed a DC 20 Fortitude save, or the next time it activates it glitches as if timeworn. If the item is already timeworn, subtract 20 from the percentile roll to determine the effect of the glitch. Results of 0 or lower are treated as a roll of 01. Attended items may use the save bonus of their wielders. The save DC is Charisma based.


This spectral figure appears as a translucent humanoid made out of yellow-orange energy. Its eyes blaze with hate from a skull-like face, and its whole body crackles with electricity.

Volt ghosts are created when an evil humanoid is killed in an electrical accident. Not all such accidents spawn these horrors, of course, but they are most common when someone tries to harness the power of electricity without care of consequences or possible collateral damage. Technological items sometimes create these monsters, and volt ghosts have an inherent skill with such items. This skill is primarily used to break them—volt ghosts lash spitefully out at the living and the technological alike. They particular enjoy destroying constructs, especially clockworks and robots, and may be attracted to areas where such entities are common. The touch of a volt ghost conducts enough electricity to kill an ordinary human. Those that survive the assault suffer from debilitating muscle contractions, even paralysis on repeated exposure. Volt ghosts typically vocalize only to grunt, scream and laugh maniacally, but they occasionally will speak, especially to vent their outrage on foes immune or resistant to electrical effects.

Section 15: Copyright Notice
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