The Unshackled

Medium undead, any chaotic

Armor Class 15 (natural armor)
Hit Points 49 (9d8 + 9)
Speed 40 ft., fly 40 ft. (hover)

19 (+4) 14 (+3) 12 (+1) 16 (+3) 15 (+2) 9 (-1)

Saving Throws Dex +5 Int +5 Wis +4
Skills Athletics +6, Arcana +5, History +5, Perception +4
Damage Resistances fire, lightning; bludgeoning, piercing, and slashing; all damage from magical attacks
Damage Immunities acid, cold, necrotic, poison, psychic
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses blindsight 60 ft., passive Perception 14
Languages the languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2


  • Eldritch Drain. When the unshackled deals damage to a creature, that creature must make a Charisma saving throw if any magic items on its person have 1 or more charges. The DC is equal to 13 + the number of such items it has. On a failure, the unshackled drains 1 charge from each item, regaining 5 (1d8 + 1) hit points for each charge. Drained charges are regained normally. If this draining reduces an item’s charges to 0, any effects triggered by the item losing its last charge happen at once.
  • Incorporeal Movement. The unshackled can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
  • Item Jump. The unshackled always knows the location and type (weapon, potion, wand, etc.) of each magic item within 150 feet of it. Once on each of its turns, when such an item is within its reach (even if the item is on another creature’s body), the unshackled can use 10 feet of its movement to teleport, emerging from a second magic item within 150 feet of the first one. It cannot teleport if there is no second item to emerge from, emerging instead in an unoccupied space within 5 feet of the first item.
  • Unfettered Spirit. Unless the unshackled is incapacitated, its speed cannot be reduced, it is immune to any any effect that would sense its emotions or read its thoughts, and it is hidden from divination magic. It also has advantage on saving throws against any effect that turns or controls Undead.
  • Unusual Nature. The unshackled doesn’t require air, food, drink, or sleep.


  • Multiattack. The unshackled makes three Harrowing Chains attacks.
  • Harrowing Chains. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) necrotic damage, and the target’s hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
  • Etherealness. The unshackled enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane.
  • Maelstrom of Chains (Recharge 5–6). Each creature within 10 feet of the unshackled must roll a DC 14 Dexterity saving throw. On a failure, the creature takes 13 (3d6 + 3) force damage, and it is stunned until the unshackled starts its next turn. On a success, a creature takes half as much damage and is not stunned.


The unshackled are the rare, enraged spirits who were once bound into a magic item but have somehow escaped. The binding stripped away most of their memory and identity, leaving them with little more than a burning rage at what they have endured. Yet their close ??e to the substance of magic itself has taught them much, and they pursue their revenge with malevolent intellect rather than reckless abandon. While most of these spirits remember little of who they were before they were bound, their memory of the binding itself is cruelly precise. They have a perfect recollection of the individual or organization that sentenced them to exist as living fuel for a magical device. Their longing for payback often manifests as a revenant-like desire for vengeance, drawing them unerringly to the hated binder’s location. Others express their need for retribution by seeking to destroy spellcasters of all kinds.

Section 15: Copyright Notice

Grizelda’s Guide to Ghost Hunting Copyright 2022 Scoundrel Game Labs; Author(s) T.A. Gray, Jeremy Forbing, Andrew Marquis, Darren Kenney, Sven Truckenbrodt, DMBen.

This is not the complete section 15 entry - see the full license for this page