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Homebrew

Lord Wilfred Godefroy CR: 6

Medium undead, neutral evil
Armor Class: 12
Hit Points: 45 (10d8)
Speed: 0 ft , fly: 40 ft , can hover

STR

7 -2

DEX

14 +2

CON

10 +0

INT

10 +0

WIS

12 +1

CHA

18 +4

Skills: Deception +7, Insight +7, Intimidation +10, Persuasion +7
Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, & Slashing from Nonmagical Attacks
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 60', Passive Perception 11
Languages: Common
Challenge Rating: 6 ( 2300 XP)
Proficiency Bonus: 3

Ethereal Sight. Lord Godefroy can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.

Incorporeal Movement. Lord Godefroy can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if it ends its turn inside an object.

Legendary Resistance (2/Day). If Lord Godefroy fails a saving throw, he can choose to succed instead.

Actions

Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage.

Etherealness. Lord Godefroy enters the Ethereal Plane from the Material Plane, or vice versa. He is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can't affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet of Lord Godefroy that can see him must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Lord Godefroy's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a Greater Restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that Lord Godefroy can see within 5 feet of him must succeed on a DC 15 Charisma saving throw or be possessed by Lord Godefroy; Lord Godefroy then disappears, and the target is incapacitated and loses control of its body. Lord Godefroy now controls the body but doesn't deprive the target of awareness. Lord Godefroy can't be targeted by any attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. He otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.

The possession lasts until the body drops to 0 hit points, Lord Godefroy ends it as a bonus action, or Lord Godefroy is turned or forced out by an effect like the Dispel Evil and Good spell. When the possession ends, Lord Godefroy reappears in an unoccupied space within 5 feet of the body. The target is immune to Lord Godefroy's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

Reactions

Bitter Rebuke. If Lord Godefroy takes damage from a creature within 60 feet of him that he can see, Lord Godefroy points his finger and insults the creature. The targeted creature must succeed a DC 13 Wisdom saving throw. It takes 11 (2d10) psychic damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Lord Godefroy can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Lord Godefroy regains spent legendary actions at the start of his turn.

Move. Lord Godefroy moves up to his speed without provoking opportunity attacks.

Withering Touch. Lord Godefroy makes one withering touch attack.

Lair Actions

Lord Godefroy is master of House on Gryphon Hill, both by birthrite & having haunted it for nearly two centuries. While he is in his estate, he can take lair actions as long as he isn't incapacitated.

On initiative count 20 (losing inititive ties), Lord Godefroy can take one of the following lair actions options, or forgo using any of them in that round:

  • Lord Godefroy targets any number of doors & windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Lord Godefroy chooses to end the effect, or until he uses this lair action again.
  • Lord Godefroy summons one of the ghostly servants he has enslaved. The apparition appears next to a hostile creature that Lord Godefroy can see, makes an attack against that creature, & then disappears. The apparition has the statistics of a specter.
  • Lord Godefroy can cast an illusion similar to the spell Hallucinatory Terrain. In this manner he can alter the appearance of a room he is currently occupying, such as creating a false floor over a pressure plate or pit trap, a bottomless crevasse dividing the wine cellar, or a salon suddenly filling with water or bursting into flames. The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion must succeed on a DC 15 Intelligence (Investigation) check to see through the illusion. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

Suggested Environments

House on Gryphon Hill, Urban


Created by

Baron_Imperious2.

Statblock Type

Monster

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