Monday, March 9, 2026

Wildfire, Ghost 'Pony'

 

Wildfire

Large undead, neutral

Armor Class 14 (natural armor)

Hit Points 76 (9d10 + 27)

Speed 60 ft.


Attributes

STR 18 (+4)

DEX 16 (+3)

CON 16 (+3)

INT 10 (+0)

WIS 14 (+2)

CHA 16 (+3)


Saving Throws Dex +6, Wis +5

Skills Perception +5

Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic

Condition Immunities charmed, frightened, exhaustion

Senses darkvision 60 ft., passive Perception 15

Languages understands Common and Elvish but can’t speak

Challenge 5 (1,800 XP)

Traits

Ghostly Aura

Creatures of Wildfire’s choice that start their turn within 10 feet of it must succeed on a DC 15 Wisdom saving throw or be overwhelmed with supernatural melancholy until the start of their next turn. While affected, a creature has disadvantage on attack rolls.

Ethereal Jaunt (Recharge 5–6)

As a bonus action, Wildfire shifts from the Material Plane to the Ethereal Plane, or vice versa.

While on the Ethereal Plane, it can move through creatures and objects on the Material Plane as if they were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10) force damage.


Spirit Gallop

While using Ethereal Jaunt, Wildfire can move through creatures and nonmagical objects without penalty and does not treat them as difficult terrain.

Charge

If Wildfire moves at least 20 feet straight toward a creature and then hits it with a Hooves attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage.
If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.

Actions

Hooves

Melee Weapon Attack: +7 to hit, reach 5 ft., one target
Hit: 11 (1d8 + 4 plus 1d6 cold) bludgeoning damage

Trample (Recharge 5–6)

Wildfire moves up to its speed in a straight line. During this movement, it can move through the spaces of Medium or smaller creatures.

Each creature in that line must make a DC 14 Dexterity saving throw, taking 13 (2d8 + 4) bludgeoning damage on a failure, or half as much on a success.
A creature that fails the save is also knocked prone.

Spellcasting

Wildfire is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks).

At will:

  • Fog Cloud

  • Minor Illusion

  • Light

3/day each:

  • Gust of Wind

  • Blur

  • Sleep

1/day:

  • Control Weather (localized to cold winds, fog, or snowfall)


Notes 
  • Wildfire is a palomino horse original from the Yellow Mountain region of Nebraska in an alternate prime material plane, one with touches of supernatural energies flowing in, strong enough to imbue a pony who was near dead with the power to draw the dying to a peaceful end. Wildfire along with one of its riders is known to appear out of the mists.
  • As part of its ethereal jaunt, Wildfire has appeared in various planes of existence, granting it many names. While there are other ghost horses, Wildfire tends to appear in cold or clement environments and often from either a fogbank or snowstorm.
  • Hated enemy of demon steeds, also known as Nightmares. Has been summoned at times to charge and beat back hell's horses before collecting another soul to bring them peace in the other realm.

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