Lingering Wills

 Do you have any regrets? We don't, but our new monsters are made of them. A lingering will is an undead creature that persists because of its unfinished business, and each have their own way of trying to finish their leftover work. Have a look at these first few apparitions, and let us know what other sorts of regrets and lost goals you'd like to see turned into monsters.

To see all of our more recent, premium content, join our Patreon, where all our spiciest new brews are at your disposal. We’re slowly remastering the highlights of our backlog, and if you’re a patron, you can vote on what gets updated next! And, if you want to ask us about our homebrew, new or old, our Discord is public and full of all kinds of brewers and internet goblins. If you’re either of those, we’d love to hear from you!

Regret your hubris and other folly? Donate out of guilt!

Lingering Wills

When one dies with an intense desire, that desire might outlive one's own body and form a lingering will. Lingering wills are the manifestation of a deceased person’s emotions. A lingering will is left with only intense regret that it tries to resolve with single-minded fervor.

Ghosts of a Former Self. Lingering wills do not retain the complete memories or personality of the deceased that spawn them. Only able to retain short, fragmented memories after their creation, lingering wills are often confused and unstable, lacking an understanding of their complete situation. While these spirits have the ability to feel, think, and communicate, their capacity for such things is limited by the strong emotional impetus that gives them form. They are tormented by this insatiable desire, its prevalence in their minds causing them great emotional distress. To long for something so deeply without understanding why is a state of pain that few can understand.

Unique Vessels. The appearance of a lingering will varies widely by each individual spirit. They are humanoid, possessing limbs, a torso, and a head, but their form rarely consists of more than a simple silhouette donned in armor. Different lingering wills vary in their size, the proportions of their form, the equipment they wield, and the color of their aura. Where one lingering will takes the form of a cloaked grey silhouette the size of a child, another may be armored and the size of a grown warrior.

Violent Pests. The limited cognition of a lingering will restricts its ability to actualize its desires. This creates highly distressed, sometimes violent spirits that haunt the world of the living without any real means of finding peace for themselves. Lingering wills at their best can be a tolerable facet of the world, but they often cause too much trouble to merely ignore or coexist with, therefore making it necessary to permanently deal with them.
Most common folk mistake lingering wills for other kinds of spirits. Unfortunately, the rituals that exorcise ghosts and spectres have little sway over lingering wills, and as such they must be dealt with directly. Defeating one in combat will dissolve its form and destroy it. However, it is also possible to satisfy the deep craving of a lingering will by resolving the unfulfilled desire of the will’s originator. Once the great passion that gave it form is satisfied, a lingering will experiences a brief sense of peace before fading away.

Guardian

Guardians are the lingering wills of those who died with a strong desire to protect something or someone. A guardian will always be found passionately defending its ward, be it a priceless artifact or a creature who was dear to its originator in life. Guardians, like all lingering wills, are completely consumed by this urge, and this fanatical dedication can manifest as paranoia, anxiety, and neuroticism. A guardian will never willingly let its ward out of its sight. Guardians possess a fearsome aura and considerable power. Some might even regard the protection of these spirits as a gift. However, due to a guardian's overbearing disposition, their protection can quickly become suffocating. Only when a guardian is somehow convinced that the target of their protection is completely safe without them will they be relieved of their duty.

Wanderer

Wanderers are the lingering wills of travelers who passed away while they were desperately searching for something. Wanderers manifest the frantic desire of these deceased transients to reach some kind of destination, though with no knowledge of such a destination they are simply consumed by the need to keep moving. Lacking the proper clarity to navigate, these spirits are left to aimlessly wander. The presence of a wanderer can cause problems for nearby communities, as they often mistake settlements and their residents as obstacles in their endless path. Some wanderers may even reach out to others for aid, though lending help to one can be a dangerous prospect. Many good-hearted souls have been dragged along a painful journey through strange and inhospitable lands, only to end up lost like their companion. Such souls are at risk of becoming wanderers themselves, fueled by regret and resentment. Only when a wanderer reaches its destination - or is convinced a new destination is just as good - can it find peace.

Wanderer

Medium undead, any alignment

Armor Class 14 (leather armor)

Hit Points 45 (10d8)

Speed 30 ft.

STR 8 (-1)

DEX 16 (+3)

CON 11 (+0)

INT 7 (-2)

WIS 9 (-1)

CHA 17 (+3)

Saving Throws Cha +5

Damage Vulnerabilities psychic

Damage Resistances necrotic; bludgeoning, piercing, and slashing from non-magical attacks

Damage Immunities poison

Condition Immunities exhaustion, grappled, poisoned, restrained

Senses darkvision 60 ft., passive Perception 9

Languages any languages it knew in life

Challenge 2 (450 XP)

Flashback. As a bonus action, the wanderer magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it chooses. When the wanderer uses this feature, it may choose a creature it is grappling. That creature is teleported to a random unoccupied space within 5 feet of the wanderer and takes 4 (1d8) psychic damage. This does not end the grapple.

Restless. If the wanderer is unable to move from the space where it started its turn by the end of its turn, the wanderer is frightened of all creatures until it is able to take the Dash or Disengage action.

Actions

Wail. The wanderer releases a pained wail. All creatures within 10 feet of the wanderer must make a Wisdom saving throw, taking 9 (2d8) psychic damage on a failed save, and half as much on a successful save.

Swipe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) psychic damage. Instead of dealing damage, the wanderer can grapple the target (escape DC 13).

Guardian

Medium undead, any alignment

Armor Class 18 (plate armor)

Hit Points 168 (24d8+72)

Speed 30 feet

STR 19 (+4)

DEX 6 (-2)

CON 17 (+3)

INT 7 (-2)

WIS 10 (+0)

CHA 19 (+4)

Skills Perception +4

Saving Throws Cha +8

Damage Vulnerabilities psychic

Damage Resistances necrotic; bludgeoning, piercing, and slashing from non-magical attacks

Condition Immunities exhaustion, frightened, poisoned

Senses darkvision 60 ft., passive Perception 13

Languages any languages it spoke in life

Challenge 9 (5,000 XP)

Ward. The guardian has a ward, an object or creature that must be no larger than the Large size category. While the ward is not within sight of the guardian, the guardian may only take the Search or Dash action until it can see the ward. The guardian dies if its ward is killed or destroyed.

Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects.

Shattered Resolve. When a creature the guardian can see kills or destroys the guardian’s ward, the guardian can force that creature to make a DC 16 Charisma saving throw. On a failed save, the creature takes 36 (8d8) psychic damage and is cursed. The cursed target has disadvantage on all attack rolls. The curse lasts until removed by the remove curse spell or similar magic. On a successful save, the creature takes half as much damage and is not cursed.

Vengeful Protector. The guardian has advantage on all melee weapon attacks and deals an additional 4 (1d8) psychic damage when targeting creatures within 5 feet of the guardian’s ward.

Actions

Multiattack. The guardian can use its Frightful Presence. It then makes two greatsword attacks.

Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 20 (2d6 + 4) slashing damage plus 8 (2d8) psychic damage.

Frightful Presence. Each creature of the guardian’s choice that is within 60 ft. of the guardian and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the guardian’s Frightful Presence for the next 24 hours.

Reactions

Rush to Aid. When the guardian’s ward is within sight of the guardian and is targeted with an attack, the guardian teleports to an unoccupied space within 5 feet of the ward and becomes the new target of the attack.

Printer-Safe:

Previous
Previous

Monster Design: the Lingering Wills

Next
Next

Subclass Design: Master of Games & Yu-Gi-Oh!