Corrupting Aura 10'. death and corrosion follow Baroness Brantifax wherever she goes, killing plants, sickening animals, and leaving a swath of eeriness and unease in her wake. DC 16 Con Save or 1d8 necrotic damage when starting a turn in her aura. Does not affect undead and constructs.
Detect Life. Baroness Brantifax can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. She knows the general direction they’re in but not their exact locations.
Fistandia's blessing. When she reduces a creature to 0 hit points, she gains 9 temporary hit points.
Fistandia's luck. 2/day. She can call upon Fistandia to alter fate in her favor. When making a d20 roll, before any effects occur, but after seeing the initial roll, she may add 1d10 to the roll.
Incorporeal Movement. Baroness Brantifax can move through other creatures (DC16 Con Save or 1d8 necrotic damage) and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
Legendary resistance. 3/day. When failing a Saving Throw, she may choose to succeed instead.
One with Shadows. When in an area of dim light or darkness, she can use an action to become invisible.
Spells. Spell save DC 16. Spell attack modifier +7. Baroness Brantifax counts as a 6th level Warlock with a pact of the Fiend, and can cast the following spells:
- at will eldritch blast reduces targets speed by 10 until the end of Baroness Brantifax's turn & +3 damage, frostbite
- 4/ day burning hands, command
- 2/day tasha's mind whip, crown of madness
- 1/day spirit shroud
Each spell is cast as if it were a 3rd level spell slot. Thematically, each spell embodies cold and necromancy. All spells only use verbal components and Baroness Brantifax voice is the source of her spells.
Attack. Baroness Brantifax makes 2 corrupting touch attacks.
Corrupting Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Horrifying Visage. Each non-undead creature within 60' of Baroness Brantifax that can see her must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 20 years. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Baroness Brantifax is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Baroness Brantifax’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.
Wail (1/Day). Baroness Brantifax releases a mournful wail, provided that she isn’t in sunlight. This wail has no effect on constructs and undead. All other creatures within 40' that can hear her drop to 0 hit points if they fail a DC 14 Constitution Save. On a success, a creature takes 10 (3d6) psychic damage.
Baroness Brantifax has 3 legendary actions / round. Each one of the following counts as 1, she may not use the same action in succession.
Corrupting Touch. Melee Spell Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) necrotic damage.
Move 40'
Horrifying Visage. Each non-undead creature within 60' of Baroness Brantifax that can see her must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 20 years. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Baroness Brantifax is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to Baroness Brantifax’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.
Phantasmal Grasp. If target fails a DC 16 Dex Save, Baroness Brantifax wraps her arms and legs around targets body, holding on to it. Target is free to move but any attempt to remove Baroness Brantifax causes 1d10 necrotic damage as she tightens her hold and drains targets life force. Any outward weapon attack will have a chance of hitting her, it is also likely to hit target as well. As long as she grapples in this way, target is automatically hit with her Corrupting Touch each round.
Description
My version of Baroness Brantifax from the adventure Book of the Raven from Candlekeep Mysteries. This version is used in my Eberron campaign set in Q'Barra. She's tied to an agent of the Cold Sun which has, unknown to her led to all the misery the Brantifax family went through.
Baroness Brantifax is a ghost of the 4th magnitude as described in Van Richten's Guide to Ghosts. She has unknowingly made a pact with the fiend Fistandia / Aashalara, the representative of Rhashaak (Prakuthu to the Cold Sun). In undeath, her tether to Fistandia runs through the Libram of Souls
Description
Ethereal wisps run out from the book and converge to materialize in the ghostly shape of a humanoid, a woman, tethered to the book by an ethereal veil. The Baroness appears like a beautified version of the portraits you've seen in the Manor. Just in her 30's, her voluminous hair, piled and pinned in a perfect spiral atop her head, shines vibrantly. A jeweled tiara adorns her forehead and invokes a subtle but unmistakable mark of station. Fine silks of varying shades, all trimmed with golden thread, drape her statuesque form. She carries herself with an air of easy superiority, a confidence born of wealth and power, of responsibility and influence.
Monster lore
- DC5 (very easy): ghosts are incorporeal, can move through creatures and objects, yet can still harm you.
- DC10 (easy): resistance to acid, fire, lightning and thunder damage. Ghosts deal necrotic damage and are themselves immune to it, as well as cold and poison.
- DC15 (medium): ghosts have an aura that corrupts the living, killing plants, sickening creatures and more.
- DC20 (hard): when seeing the true visage of a ghost, victims can get frightened, so much that they age or even die.
- DC25 (very hard): there's always something that tethers a ghost to the world, to lay it to rest, one must find an sever that tether.
Lair and Lair Actions
Rejection of the Self. If Baroness Brantifax sees a reflection of herself she is driven into an incoherent rage as she tries to disrupt or destroy the source of the reflection and those responsible for creating it. While she can see her reflection, she makes attack rolls with advantage, but cannot take lair actions, and attack rolls against her also have advantage.
Wrath and Resentment. The negative emotions that drive Baroness Brantifax burst forth when she wails. Each of her lair actions causes a negative emotion to build up again. After she has used each of her lair actions at least once, she regains the use of her Wail ability.
On initiative count 20 (losing ties) she may take a lair action to cause one of the following effects:
- Frenzied rage. The Baroness is driven into a frenzied rage by the sight of creatures who violate her lair with their presence. On her next turn, she may make an extra attack with her corrupting touch. Additionally, if she used her Wail on her last turn, until initiative 20 on the next round, she has advantage on attack rolls against any creature which succeeded on its saving throw against the Wail.
- Hopelessness. Overwhelming hopelessness floods the mind of one creature Baroness Brantifax can see within her lair, sapping its will to live. Target must succeed on a DC13 Wisdom saving throw, or become vulnerable to necrotic damage and get disadvantage on attack rolls. Its speed is reduced to 0 and it won't willingly move. Target may repeat the saving throw at the end of each of its turns and whenever it regains hit points, ending the effect on a success.
- Dreadful presence. A dreadful presence and unearthly chill fills a 40'radius of Baroness Brantifax's choosing. All flames within the area are extinguished and any beasts caught in the area must succeed on a DC15 Charisma saving throw or be frightened. A chill permeates the area and creatures caught within it are vulnerable to necrotic and psychic damage as the negatice energy of the zone weakens the resolve of both their bodies and minds. If a creature in the zone is resistant to those damage types it simply loses its resistance instead.
Lair description
Thick layers of dust leave stark impressions along the crumbling stonework as you descend into the burial chamber. The only life apparent here is the lichen that clings to the cracks running through several pale frescoes. Here you can sense the presence of death all around you as a monument to the temporal. Here, it is easy to forget the sun altogether, in this place where bones crumble to meal and rot counts the decades.
The shadows deepen, becoming black abysses within which swim sinister shapes. You can move the light to banish the shadows, but the presences just slip into the next darkness. Hateful voices whisper from every direction, but never where you look, always from behind or above you.
A bitter wind whistles through the passages of this family crypt, the arched alcoves in the walls are filled to the brim with skulls, the wind coursing through them making them howl like moaning spirits. An altar stands along a wall, an open book in its center and flanked by a candle on each side. Four sarcophagi look as if their lids have been moved to one side or the other, or are broken altogether, but further investigation reveals that such lids have been savaged by their occupants, and not graverobbers. A gust of wind runs through the chamber, rustling the pages on the book on the altar and a greenish glow flows from it. Running through the entire chamber, altering its appearance, to a replica of Baroness Brantifax’s study room in Chalet Brantifax.
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Posted Jan 16, 2026Hey all, I really liked the ideas from the adventure the Book of the Raven in Candlekeep Mysteries. But that specific adventure suffers a lot from editing / redacting in my opinion. So I made up a whole bunch of lore to tie things together with my campaign set in Eberron.
This version of the Baroness is used in my Eberron campaign set in Q'Barra. She's tied to an agent of the Cold Sun which has, unknown to her led to all the misery the Brantifax family went through.
I wanted to make her a tragic character, that unknowingly made a pact with a powerful fiend, tethering her to a book (i used the Libram of Souls from Tasha's Couldron of Everything). Thus, after her death, her spirit could not pass on. Thinking the fiend gave her the powers to bring back her family, she 'lives' our a sort of fantasy life in the family crypt. Fully believing it's Chalet Brantifax and that she returned her family to life. Only of course the truth is that she tethered their spirits to her, thus not allowing them to pass on. Basically torturing their spirits to an unlife as more or less mindless specters.
Hope you like what I did, and maybe find some use for it or give you inspiration for a ghost story.