Tundra Ghost | Free 5e and PF2 Monster

Tundra Ghost | Free 5e and PF2 Monster

Written by Claire Martin

Not all things found in alpine biomes are alive. There are rumors and sightings of ethereal spirits called tundra ghosts, who often take the shape of a giant snowy owl. They are said to form from the poor souls of creatures who became lost in the tundra and died from exposure to the frigid conditions.

A cold separate from the icy wind chills the heart. A white form swoops down like a sentient cloud, casting no shadow on the ground. The creature flaps its wings silently, much like a snowy owl. Its feathers shimmer with translucent etherealness, catching iridescent glimmers like a dragonfly’s wings. Its wise face fades in and out, revealing a skull in its absence. The haunting eyes shine with deep sorrow.

Wayward Souls. The tundra ghost is widely believed to be the spirits of all those who have succumbed to the mountain’s harsh climate. Often lonely, exhausted, and frozen to death, these poor spirits seek out others to join them in their eternal wayward wanderings.

Versions for both 5e and Pathfinder 2e are included.

By the way, if you're looking for more drag-and-drop creatures like this or other 5e and PF2e resources, check out our entire collection of Lair Magazine issues. This particular monster came from the March 2024 issue, Marvels & Moonlight, where you can find even more game master resources!

Tundra Ghost - 5e

Medium undead, chaotic evil

Armor Class 13

Hit Points 66 (12d10)

Speed 0 ft., hover 60 ft.







1 (-5)

16 (+3)

10 (+0)

12 (+1)

10 (+0)

17 (+3)

Saving Throws Wis +2, Cha +5

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 120 ft., passive Perception 10

Languages understands the languages it knew in life but can’t speak

Challenge 4 (1,100 XP)   Proficiency Bonus +2

Detect Life. The ghost can magically sense the presence of creatures up to 5 miles away that aren’t undead or constructs. It knows the general direction they’re in but not their exact locations.

Flyby. The ghost doesn’t provoke attacks of opportunity when it flies out of an enemy’s reach.

Incorporeal Movement. The ghost can move through other creatures and objects as if in difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.


Multiattack. The ghost makes two attacks.

Frozen Talons. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) cold damage. On a hit, the target must make a DC 10 Constitution saving throw. On a failure, the target must immediately roll one of its unused hit dice, taking additional acid damage equal to the result of the roll. The die is considered expended. If the target has no remaining hit dice, this effect grants a level of exhaustion instead.

Wing Attack (1/day). The ghost beats its wings. Each creature within 10 feet of the ghost must succeed on a DC 13 Dexterity saving throw or take 7 (1d8 + 3) cold damage and be knocked prone.

Tundra Ghost - Pathfinder 2

Creature 4

CE, Medium, Undead, Unholy, Incorporeal

Perception +13; darkvision, lifesense (imprecise) 30 ft.

Languages Common

Skills Mountain Lore +10, Stealth +12, Survival +10

Str -2, Dex +5, Con +3, Int +3, Wis +3, Cha +5

AC 20; Fort +8, Ref +11, Will +14

HP 60 (negative healing, rejuvenation); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical)

Rejuvenation (divine, necromancy) When destroyed, tundra ghosts reform after 2d4 days fully healed at whatever location they were at when last destroyed. They're only permanently destroyed when their frozen bodies have first been dethawed and then given a proper burial.

Speed fly 25 feet

Melee [one action] frozen talons +14, Damage 2d8+5 cold damage.

Wing Attack [one action] Frequency once per day; Effect The ghost beats its wings. Each creature within 15 feet of the ghost must succeed on a DC 21 Reflex save or take 5d6 cold damage and be thrown 20 feet away from the ghost.

Detect Life [three actions] (magical, aura, concentrate) Frequency once per day; Effect the tundra ghost detects the current location of all living things within 1 mile. The tundra ghost can use an action on subsequent turns to maintain this detection. Detect life ends one minute after it starts or if the tundra ghost does not use an action to maintain it.

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