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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)

