NPC spawned after using native teleport command
I used Rust's native teleport command to teleport to another player and this "ghost" / npc (I think) appeared on the spot where I teleported to, wtf is going on? The ghost even looks at us.

VIDEO

PS: The player which I teleported to just told me the ghost appeared 3 or 4 seconds before I actually teleported to him (teleport "HisName"), so I think the problem was when I tried the other teleport command/syntax, teleport "MyName" "HisName", which did not teleport me to him, but it's probably what made the ghost appear, if what the other player told me is correct.
ent kill does not work.

Merged post

This creepy thing remains on the player's base after a server restart. HELP! How do I remove it?
Do they live close to Bandit? Do you have any custom spawn points for NPCs? Do you have the god mod with noattacking on?
It's a "vanilla" x3 server, 26 plugins total, no game changing plugins, no custom spawn points. Nearest Monument is the Power Plant.
Delete the foundation its standing on?
That's what I was thinking but the owner of the base is currently sleeping so I will have to try that method tomorrow.
Any other suggestions?
Just do it, and repair the base while he's offline.
using Oxide.Core.Libraries.Covalence;
using UnityEngine;

namespace Oxide.Plugins
{
    [Info("Explusion", "nivex", "0.1")]
    [Description("Kill npc players around you.")]
    class Explusion : CovalencePlugin
    {
        readonly int playerLayer = LayerMask.GetMask("Player (Server)");

        void Init()
        {
            AddCovalenceCommand("expel", nameof(ExpelCommand));
        }

        void ExpelCommand(IPlayer player, string command, string[] args)
        {
            var p = player?.Object as BasePlayer;

            if (!p || !p.IsAdmin)
            {
                return;
            }

            var colliders = Physics.OverlapSphere(p.transform.position, 25f, playerLayer, QueryTriggerInteraction.Ignore);

            for(int j = 0; j < colliders.Length; j++)
            {
                var entity = colliders[j].ToBaseEntity();

                if (entity != null && !entity.IsDestroyed && entity.IsNpc)
                {
                    entity.Kill();
                }

                colliders[j] = null;
            }

            colliders = null;
        }
    }
}

Save as Expulsion.cs

Thank you nivex, perfect.