Ghost Packs

Spectral packs of predators wiped out by spreading civilization, ghost packs still hunt their old ranges straight through city walls, and will savage anyone who threatens a shaman ally.

Setting: Core Rules

Overview

When spreading towns and farms killed off a great pack of hunters, its spirits sometimes kept hunting anyway. Phantom wolves may haunt a city, phantom lions a plantation, and a rare few packs follow a nemesis or rogue hero. They look as they did in life, if gaunt, sometimes with red, black, or clouded eyes or coats of pure white or black.

Combat

They hunt as the living animals did, but walls and buildings mean nothing to them; they pass right through. Only create sanctuary or a protective circle against spirits keeps them at bay.

Shamanic Notes

Shamans of any alignment may court a ghost pack. Familiarity is won by delivering a live animal of a species the pack once hunted that has vanished from the region. The spirits chase it down, then perform one service. No Shamanic Ritual proficiency check is needed, since this counts as an offering rather than a formal sacrifice.

The shaman's duty is to shield the pack from anyone trying to stop its hunts. Worship bores them and spells are limited: priest spells of the Animal sphere through 2nd level, and solitary shaman spells through 4th. Their true gift is protection. If the shaman's life is ever in grave danger, the pack falls on the attackers and tears them to pieces.

More: Monsters starting with G · Core Rules monsters · All monsters A-Z

Statistics

Climate/TerrainSettled Areas
FrequencyUncommon
Activity CycleAny
DietSacrifices
Intelligence2
AlignmentNeutral
No. Appearing1 (1-20 pack members)
Armor Class5
Movement10
Hit Dice1 per member
THAC0As per animal type
No. of Attacks1
Damage/AttackAs per animal type
Special AttacksAs per animal type
Special Defenses+1 or better to hit, see below
Magic ResistanceNil
SizeAs per animal type
MoraleChampion (15-16)
XP ValueAs per animal type +2HD