Quiet Soul

The skeletal remains of a man bundled up in seal furs lies in the snow.

Forsaken Companion. The angry shade of one abandoned and left to die of starvation, thirst, or exposure to the elements, the quiet soul haunts many a frozen campsite, steep cavern, ravine, or deadly trap. Its helplessness, despair, and hatred for those who left it to die followed it beyond death. The quiet soul attempts to kill any who come near so they may join the quiet soul in its isolation. Barely able to move, quiet souls often end up camouflaged by their victims; just one more skeleton in a pile.

Death Cult Shrines. Occasionally malevolent cults devoted to gods of death, winter, or darkness sacrifice one of their number to become a quiet soul. These quiet souls are given occasional sacrifices, decorated with jewels and finery, and serve as conduits for the voices of dark gods to their faithful. In some cases, they are positioned as statues or posed as supplicants in prayer.

Undead Nature. A quiet soul doesn’t require air, food, drink, or sleep.

Quiet Soul

Medium undead, neutral evil
Armor Class 15 (natural armor)
Hit Points 90 (20d8)
Speed 10 ft.
STR DEX CON INT WIS CHA
6 (-2) 10 (+0) 10 (+0) 8 (-1) 18 (+4) 10 (+0)

Saving Throws Con +3, Wis +7, Cha +3
Skills Perception +7
Damage Immunities cold, poison, psychic
Condition Immunities poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 17
Languages understands the languages it knew in life but can’t speak
Challenge 6 (2,300 XP)

False Appearance. While the quiet soul remains motionless, it is indistinguishable from an ordinary humanoid corpse.

Melancholic Emanation. The quiet soul emits a magical aura of lethargy and despondency. Any creature that starts its turn within 30 feet of the quiet soul must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. The effect ends for a creature if the creature takes damage or another creature uses an action to wake it.

Actions

Psychic Lash. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 21 (6d6) psychic damage. If an unconscious creature is hit by this attack, that creature must make a DC 15 Wisdom saving throw, remaining unconscious on a failed save, or waking on a successful one.

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