Not all spirits that remain in the realm of the living are vengeful or violent- some merely wish to watch over loved ones or a beloved community. These spirits lurk, eerie but insubstantial and generally harmless, on the outskirts of a city or town unless their loved ones are threatened. Then, their rage manifests with a frightening glow and the rattling of chain-links.
In some regions where undead are accepted as a part of life, wandergheists have been employed for civic purposes- carrying lanterns to light dark streets, supervising children crossing busy roads, and so on. WANDERGHEIST Medium undead, unaligned Armour Class 12 Hit Points 18 (4d8) Speed 0ft., fly 30ft. (hover) Str 1 (-5); Dex 15 (+2); Con 10 (+0); Int 9 (-1); Wis 9 (-1); Cha 6 (-2) Damage Resistances acid, cold, fire, lightning, radiant, thunder Damage Immunities necrotic, poison; bludgeoning, piercing and slashing from nonmagical attacks Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60ft., passive Perception 9 Languages understands all languages it knew in life, but can't speak Challenge 1 (200 XP) Bright Presence. A wandergheist glows with a cool bluish radiance, shedding bright light in a 20-foot radius and dim light for another 10 feet beyond this. The light causes body hair to rise unnervingly, but causes no harm. Chains of Responsibility. As an action, the wandergheist can manifest a tangle of rusty iron chains from beneath its shroud for up to 1 minute. This allows it to use the chain attacks listed below in its profile. Incorporeal Movement. The wandergheist can move through other creatures and objects (such as newly-constructed walls, or objects which have been relocated) which were not present during its life, as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn within an object. ACTIONS Radiant touch. Melee weapon attack: -3 to hit, reach 5ft., one target. Hit: 10 (3d6) radiant damage and 3 (1d6) necrotic damage. Chain attack. Melee weapon attack: +4 to hit, reach 60ft., up to four targets. Hit: 7 (2d6) bludgeoning damage, and the target is grappled (escape DC 12). At the end of its turn, the wandergheist can choose to move any number of targets grappled by its chains up to 10 feet, as long as they do not leave its reach. Also posted on Game Masters Stash on 9 November 2021. Comments are closed.
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AuthorI'm Luke. He/him pronouns. Archives
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