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Sir Wilfred Godefroy in Dungeons & Dragons 5e

Homebrew, Ravenloft: Horrors Within (5.5e) 2026

Sir Wilfred Godefroy CR: 6

Medium undead, neutral evil
Armor Class: 12
Hit Points: 72 (16d8) 16d8
Speed: 30 ft , fly: 30 ft , can hover

STR

8 -1

DEX

14 +2

CON

10 +0

INT

13 +1

WIS

14 +2

CHA

17 +3

Skills:

Intimidation +6, Perception +5

Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, & Slashing from non-magical weapons
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses:

Darkvision 120 ft, Passive Perception 15

Languages: Common
Challenge Rating: 6 ( 2300, 2900 in Lair XP)
Proficiency Bonus: +3

Darklord Restoration. If Wilfred dies, he revives with all his Hit Points in 5 (1d10) weeks somewhere in Mordentshire.

Incorporeal Movement. Wilfred 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.

Legendary Resistance (3/Day, or 4/Day in Lair). If Wilfred fails a saving throw, he can choose to succeed instead.

Possessive Aura. Grasping, ghostly servants surround Wilfred in a 5 ft Emanation originating from him. A creature that ends its turn in this area is subjected to the following effect. Charisma Saving Throw: DC 14. Failure: The target has the Charmed condition. While the creature is Charmed in this way, its Speed is reduced to 0. The target repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.

Actions

Multiattack. Wilfred makes two attacks, using Object Slam or Hunting Rifle in any combination.

Object Slam. Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) Force damage.

Hunting Rifle. Ranged Weapon Attack: +6 to hit, range 40/120 ft, one target. Hit: 9 (1d12 + 3) Necrotic damage.

Reactions

Redirect Attack. Trigger: A creature Wilfred can see makes an attack roll against him. Response: Wilfred chooses a Small or Medium creature within 5 feet of himself that has the Charmed condition. Wilfred and that creature swap places, and the creature becomes the target of the attack instead.

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature's turn, Wilfred can expend a use to take one of the following actions. Wilfred regains all expended uses at the start of each of their turns.

  • Bone-Chilling Step. Wilfred teleports up to 60 feet to an unoccupied space he can see, and each creature within 10 feet of the space he left takes 4 (1d8) Necrotic damage. Wilfred can't take this action again until the start of his next turn.
  • Fated Bullet. Dexterity Saving Throw: DC 14, one creature Wilfred can see within 120 feet. Failure: 16 (2d12 + 3) Necrotic damage, and the target can't regain Hit Points until the start of its next turn. Failure or Success: Wilfred can't take this action again until the start of his next turn.
  • Slam. Wilfred makes one Object Slam attack.

Regional Effects

Mordent is altered by Lord Godefroy's presence, creating the following effects:

  • Closing the Borders. While in his domain, Lord Godefroy can close or open the borders to Mordent. While the borders are closed, the groans and whispers of the dead fill the Mists surrounding Mordent. Creatures in the Mists have the Deafened condition.
  • Ears Everywhere. While in his domain, Lord Godefroy can cast Sending, requiring no Material components and using Charisma as the spellcasting ability. When casting the spell in this way, Lord Godefroy can target any Undead creature in Mordent, in addition to the usual targets.
  • Spectral Serfs. A Humanoid that dies in Mordent rises 7 days later as a Specter under Lord Godefroy's control, unless the Humanoid is restored to life.

If Wilfred dies, these effects end immediately.

Suggested Environments

House on Gryphon Hill, Mordent (Domains of Dread)


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