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bendjinn.com Image Credit: Guillaume Menuel Freddy Krueger Medium undead, neutral evil Armor Class 13 Hit Points 84 (13d8 + 26) Speed 30 ft., 30 ft.fly Skills Insight +2, Intimidation +5, Stealth +5 Damage Vulnerabilities fire Damage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities cold, necrotic, poison Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 3 (700 XP) Ethereal Sight. Freddy can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa. Ethereal Touch. Freddy can't affect or be affected by anything on the Material Plane while he is on the Ethereal Plane except through his Dreamland Haunt. Incorporeal Movement. Freddy can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if he ends his turn inside an object. Lingering Spirit. If Freddy’s remains are not sanctified through a spell such as hallow, his spirit reforms on the Ethereal Plane in 1d10 days following its destruction, regaining all his hit points and appearing within 1 mile. Freddy Krueger Unable to be proven as the culprit after several children went missing in his quiet village, the townsfolk decided to take the law into their own hands on Frederick “Freddy” Charles Krueger - they trapped Krueger in a basement of the blacksmith shop he worked at and tossed in bottles of alchemist fire that set the murderous villain ablaze. The flames caused his face to melt before his eventual death. While his physical body died, his spirit, angry and tormented lives on. Material World. Creatures that face Freddy in their dreams have little hope of defeating him while asleep. Only by bringing him into the physical world can Freddy be defeated. Dream Spirit. Freddy exists as a humanoid spirit on the Ethereal Plane. He is able to travel through the Plane and invade the dreams of those he despises. Undead Nature. Freddy doesn't require air, food, drink or sleep. ACTIONS Multiattack. Freddy makes three bladed glove attacks. Bladed Glove. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 4) slashing damage. Back to the Ether. Freddy enters the Ethereal Plane using a sleeping or intoxicated humanoid creature currently on the Material Plane as a portal. Dreamland Haunt. Freddy magically touches a sleeping or intoxicated humanoid. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. Upon contact, the creature must succeed on a DC 13 Charisma saving throw or else be possessed by Freddy. Once possessed, Freddy disappears and the target becomes incapacitated and can not be awakened by any means short of a wish spell. Freddy can’t be targeted by any attack, spell or other effect, except ones that turn undead. The possession lasts until the body drops to 0 hit points, Freddy ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell all of which sends him back to the Ethereal Plane. At the end of the creature's turn it repeats this save, ending the effect on a success and instantly waking up. Each time a creature fails the saving throw, its maximum hit points are reduced by 6 (1d6 +3). If this effect reduces the target’s hit point maximum to 0, the target dies and their soul becomes trapped in Freddy’s until he is destroyed. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic. A creature that succeeds on a saving throw against this effect can attempt to pull Freddy into the Material Plane by forcing Freddy to make a Charisma saving throw equal to 8 + the possessed target's Charisma modifier. On a failure, Freddy appears on the Material Plane in corporeal form, unable to enter the Ethereal Plane except through his Back to the Ether power. Once a creature has been affected by Freddy’s Dreamland Haunt ability, they can not be affected by it again until 24 hours have passed. STR DEX CON INT WIS CHA 18 (+4) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)
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Freddy Krueger - bendjinn.com€¦ · Freddy magically touches a sleeping or intoxicated humanoid. A protection from evil and good spell cast on the target prevents this contact,

Aug 19, 2020

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Page 1: Freddy Krueger - bendjinn.com€¦ · Freddy magically touches a sleeping or intoxicated humanoid. A protection from evil and good spell cast on the target prevents this contact,

bendjinn.comImage Credit: Guillaume Menuel

Freddy KruegerMedium undead, neutral evil

Armor Class 13Hit Points 84 (13d8 + 26)Speed 30 ft., 30 ft.fly

Skills Insight +2, Intimidation +5, Stealth +5Damage Vulnerabilities fireDamage Resistances acid, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weaponsDamage Immunities cold, necrotic, poisonCondition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrainedSenses darkvision 60 ft., passive Perception 10Languages CommonChallenge 3 (700 XP)

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

Ethereal Touch. Freddy can't affect or be affected by anything on the Material Plane while he is on the Ethereal Plane except through his Dreamland Haunt.

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

Lingering Spirit. If Freddy’s remains are not sanctified through a spell such as hallow, his spirit reforms on the Ethereal Plane in 1d10 days following its destruction, regaining all his hit points and appearing within 1 mile.

Freddy KruegerUnable to be proven as the culprit after several children went missing in his quiet village, the townsfolk decided to take the law into their own hands on Frederick “Freddy” Charles Krueger - they trapped Krueger in a basement of the blacksmith shop he worked at and tossed in bottles of alchemist fire that set the murderous villain ablaze. The flames caused his face to melt before his eventual death. While his physical body died, his spirit, angry and tormented lives on.

Material World. Creatures that face Freddy in their dreams have little hope of defeating him while asleep. Only by bringing him into the physical world can Freddy be defeated.

Dream Spirit. Freddy exists as a humanoid spirit on the Ethereal Plane. He is able to travel through the Plane and invade the dreams of those he despises.

Undead Nature. Freddy doesn't require air, food, drink or sleep.

ACTIONSMultiattack. Freddy makes three bladed glove attacks.

Bladed Glove. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 4) slashing damage.

Back to the Ether. Freddy enters the Ethereal Plane using a sleeping or intoxicated humanoid creature currently on theMaterial Plane as a portal.

Dreamland Haunt. Freddy magically touches a sleeping or intoxicated humanoid. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. Upon contact, the creature must succeed on a DC 13 Charisma saving throw or else be possessed by Freddy. Once possessed, Freddy disappears and the target becomes incapacitated and can not be awakened by any means short of a wish spell. Freddy can’t be targeted by any attack, spell or other effect, except ones that turn undead. The possession lasts until the body drops to 0 hit points, Freddy ends it as a bonus action, or he is turned or forced out by an effect like the dispel evil and good spell all of which sends him back to the Ethereal Plane. At the end of the creature's turn it repeats this save, ending the effect on a success and instantly waking up. Each time a creature fails the saving throw, its maximum hit points are reduced by 6 (1d6 +3). If this effect reduces the target’s hit point maximum to 0, the target dies and their soul becomes trapped in Freddy’s until he is destroyed. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic. A creature that succeeds on a saving throw against this effect can attempt to pull Freddy into the Material Plane by forcing Freddy to make a Charisma saving throw equal to 8 + the possessed target's Charisma modifier. On a failure, Freddy appears on the Material Plane in corporeal form, unable to enter the Ethereal Plane except through his Back to the Ether power. Once a creature has been affected by Freddy’s Dreamland Haunt ability, they can not be affected by it again until 24 hours have passed.

STR DEX CON INT WIS CHA

18 (+4) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 16 (+3)