Wilfred Godefroy is the Darklord of Mordent, a ghostly, haunted Domain of Dread found within the shadowy mists of Ravenloft. Wilfred is a cruel man, prone to fits of rage, which led him to murder his father, wife and daughter who now haunt him relentlessly. Racked with grief, he sought release from his tortured mind through suicide, but such is the cruelty of the Dark Powers that Wilfred himself was raised as a ghost and continues to be haunted by his murdered family members.
Information About Wilfred Godefroy
|Name||Lord Wilfred Godefroy|
|Home||The House on Gryphon Hill|
Wilfred Godefroy Stat Block
Wilfred is now a ghost, as such, his stats are fairly similar to a ghost’s, however, he is also the Darklord of Mordent and as such, has command over many of the ghosts of his domain. Wilfred will use these ghosts to aid him in combat where necessary. The following stat block isn’t an official version but is my own creation as Wizards of the Coast haven’t released official stats for Darklords.
- Armour Class: 15 (natural armour)
- Hit Points: 110 (10d8 + 70)
- Speed: 30ft (can hover)
|13 (+1)||14 (+2)||12 (+1)||14 (+2)||15 (+2)||18 (+4)|
- Saving Throws: Dex (+4), Wis (+4)
- Skills: Diplomacy (+5), Intimidation (+5), Persuasion (+5), Stealth (+3)
- Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities: Cold, Necrotic, Poison
- Condition Immunities: Charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses: Darkvision 60 ft., Passive Perception 11
- Languages: Common
- Challenge: 7 (2,900xp)
Ethereal Sight: Wilfred can see 60 feet into the Ethereal Plane when he is on the Material Plane, and vice versa.
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.
Turn Resistance: Wilfred is more powerful than most undead and has advantage on saving throws against any effect that turns undead.
Withering Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 24 (6d6 + 3) necrotic damage.
Etherealness. Wilfred enters the Ethereal Plane from the Material Plane, or vice versa. Wilfred is visible on the Material Plane while he is in the Border Ethereal, and vice versa, yet he can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60 feet of Wilfred that can see him must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Wilfred’s Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession (Recharge 6). One humanoid that Wilfred can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Wilfred; Wilfred then disappears, and the target is incapacitated and loses control of its body. Wilfred now controls the body but doesn’t deprive the target of awareness. Wilfred can’t be targeted by any attack, spell, or other effect, except ones that turn undead, and he retains his alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. Wilfred otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, Wilfred ends it as a bonus action, or Wilfred is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Wilfred reappears in an unoccupied space within 5 feet of the body. The target is immune to this Wilfred’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Wilfred can take 3 legendary actions, choosing from the options below. He can use one legendary action option at the end of another creatures turn and any unused legendary actions at the end of the round. Wilfred regains spent legendary actions at the start of her turn
Move. Wilfred moves up to his speed.
Touch (Costs 2 Actions). Wilfred makes a Withering Touch attack.
If Wilfred is in Mordent and when combat reaches initiative count 20 (coming behind characters that rolled a 20 for initiative), Wilfred can use one of the below lair actions once per turn. The same action cannot be used 2 turns in a row:
- Summon Undead: Wilfred has command of the undead ghosts that haunt Mordent. He may summon one of them to aid him. Use the ghost stats in the Monster Manual on p147.
- Cold Aura: Wilfred emanates an intense unnatural cold. Each creature within 15 feet of Wilfred must make a DC 13 Constitution saving throw, taking 11 (2d10) cold damage on a failure, or half as much damage on a successful save.
History of Wilfred Godefroy
Wilfred Godefroy is a tortured man. Tortured by his grievous errors of the past with the blood of his family on his hands and unable to escape the cycle of endless grief and despair, he searches desperately to find a means by which he can end his wretched existence and that of all ghosts. His desperation led him to an alchemist known as Rastinon whom he commissioned to make the Apparatus, a device that should have been able to separate the soul from the body and even transfer souls into other bodies. It should have been able to manipulate the matter of both body and soul into whatever state he wanted it. Unfortunately, using the Apparatus had a much worse consequence. When used it killed all living beings, turning them into ghosts. Wilfred continues to search for a way to end his existence.
Wilfred lives in a manor known as the House on Gryphon Hill. Thousands of spirits are bound to its grounds and must do the bidding of Lord Godefoy or risk invoking his wrath which might involve being savaged by his spectral hounds, or, even worse; being plunged into the terrifying depths of the house. Those that can possess the living may only do so at Godefroy’s bidding, and on those rare occasions, it is only to exact his will elsewhere in the domain.
Godefroy manipulates those of his domain to do his bidding, often with some leverage or other. He seeks information of those that might be able to exorcise the dead, that know secrets of the dead, or that can travel beyond the mists of Ravenloft (as some can do). In particular, he manipulates Alice Weathermay to do his bidding by keeping her dead husband, Daniel Foxgrove, hostage.