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Frigid Servant

                                                                   Frozen Ghost
           The Frigid grave warden ser vant is a  frozen ghost. Its
           incorporeal nature makes it unable to benefit from using
                                                                   Medium undead, shares master's alignment
           equipment. The frozen ghost has the following features:
           Hit Points                                              Armor Class 12
                                                                   Hit Points 4 (1d8)
                                                                   Speed 0 ft., fly 40 ft. (hover)
           H i t   P o i n t s   a t   1 s t   L e v e l :  4 (1d8).
           H i t   P o i n t s   a t   H i g h e r   L e v e l s :  1d8 (or 4) + its  Constitution
            modifier per level.
           Proficiencies                                             STR    DEX    CON    INT    WIS     CHA
                                                                    1 (-5) 15 (+2) 11 (0) 10 (0) 12 (+1) 14 (+2)
           A r m o r :  None
           We a p o n s :  None
                                                                   Saving Throws Dex +4, Cha +4
           To o l s :  None
                                                                   Skills Intimidation +4, Stealth +4
           S a v i n g   T h r o w s :  Dexterity,  Charisma
                                                                   Damage Vulnerabilities fire
           S k i l l s :  Intimidation, Stealth
                                                                   Damage Resistances acid, lightning, thunder;
           Te n d a n c y   D C :  8 + its  Charisma modifier + its master's
                                                                     bludgeoning, piercing, and slashing from
                                                                     nonmagical attacks
            proficiency bonus
                                                                   Damage Immunities cold, necrotic, poison
                                                                   Condition Immunities charmed, exhaustion, grappled,
                                                                     paralyzed, petrified, poisoned, prone, restrained
                                                                   Senses darkvision 60 ft., passive Perception 11
                                                                   Languages Any languages it knew in life
                                                                   Chilling Presence. As a bonus action, the ghost can
                                                                   chill the air around it within 10 feet for 1 round.
                                                                   Small non-magical flames are extinguished in its
                                                                   presence and water begins to freeze.
                                                                   Harmony in Winter. In snowy terrain, the ghost can
                                                                   cast invisibility at will as a bonus action. It can also
                                                                   see perfectly in snowy conditions.
                                                                   Soul Phasing. The ghost can pass through enemy
                                                                   spaces as though they were difficult terrain, but
                                                                   cannot end its turn in a space occupied by another
                                                                   creature.
                                                                   Warmth Sensitivity. While in areas above above 100
                                                                   degrees Fahrenheit, the ghost has disadvantage on
                                                                   attack rolls, saving throws and skill checks.

                                                                   Actions
                                                                   Ice Shard. Melee or Ranged Weapon Attack: +4 to hit,
                                                                   reach 5 ft. or range 30/120 ft., one creature. Hit: 4
                                                                   (1d4 + 2) cold damage.
                                                                   Freezing Drain (Recharge 6). Melee Spell Attack: +4 to
                                                                   hit, reach 5 ft., one target. Hit: 7 (2d6) cold damage.
                                                                   The ghost regains hit points equal to half the amount
                                                                   of cold damage dealt.

                                                                   Reactions

                                                                   Tendancy (1/Day). When targeted with an attack, the
                                                                   ghost can briefly possess the target's mind. The
                                                                   attacker must succeed on a Wisdom saving throw or
                                                                   be unable to attack the ghost for this round; the
                                                                   attacker must choose a new target or else lose the
                                                                   attack.









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  Scott Pyles (Order #26819287)
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