I’m thinking about running a rustic dark fantasy 5e campaign. One of the challenges that I anticipate is that, in my mind, “rustic dark fantasy” really isn’t combat-heavy. Sure, there can be fights, especially towards the climax. But the vibe that I want through most of the adventure is about exploring the mystery and feeling the tension increase without combat. Some game systems do that well, for example, Vaesen. With 5e, it’s going to be harder, because the rules are so combat-focused.
To “combat” this problem, I’m playing around with monster design. Some of my questions include:
- What sorts of monsters feel like they belong in a rustic dark fantasy world?
- How do I create monsters whose appearance or arrival doesn’t automatically trigger initative rolls?
- How can I cause damage outside of combat, in a way that doesn’t feel unfair to players who created combat-ready characters?
- How can I create combat encounters that reinforce rather than disrupt my rustic dark fantasy atmosphere?
Since my last post on campfires, I’ve been especially thinking about monsters that are attracted to the PCs’ campfire, and that have as much potential to be quest-givers as combat challenges. I introduce to you… The Cold Traveler.
The Cold Traveler
The Cold Traveler is the ghost of a person who was betrayed and abandoned in the wilderness, and died of starvation or exposure. Now, it haunts the wilds in which it died, seeking out campfires and drawing warmth not from the flame, but from the travelers who surround it. Once it has drawn its fill, it fades back into the darkness, temporarily sated.
When the Cold Traveler first presents itself, after the sun has set and the sky is growing dark, it is disguised as a lost and scared living traveler. It will appear at the edge of the campfire and beg to be allowed to join the group around the fire. While the traveler will say that it was traveling through the woods and was attacked by brigands, it will have trouble sharing details due to “memory lapses caused by a head injury inflicted by the bandits.” It will visibly demonstrate that it is unarmed, to build trust.
If no one invites it up to the fire after a few minutes of begging, the Cold Traveler will curse the group and retreat into the woods. That night, the group’s sleep will be plagued by nightmares of freezing to death in the wilderness. No one in the group will get the benefit of a long rest, and additionally everyone will receive one level of exhaustion. After that, the Cold Traveler will no longer bother that group of adventurers.
However, if the Cold Traveler is invited into the circle, it will claim a spot near the fire “to warm up.” It will decline food or drink, begging only for “a bit of warmth.” At that point, it will unconsciously begin to use its Cold and Alone action on everyone around the fire. If your group would enjoy it, you can role-play this scene, asking each player who fails their saving throw to describe the lonely demise that their character begins to imagine.
The Cold Traveler will use Cold and Alone against the group for only three rounds. After the end of the third round, it will have absorbed its fill of warmth and will vanish as mist and smoke. Any PCs who survived the cold damage will still be able to take a long rest that night, assuming that their players are willing to let their guard down again!
If the Cold Traveler is attacked while it draws warmth (e.g., if a PC makes their Wisdom save and realizes that it is the source of the biting cold), its illusion will drop, revealing its true form. However, it cannot directly attack; it can only damage its foe as a reaction to their attacks. It will try to evade its attackers by keeping the campfire between them, while also staying close enough to continue draining its prey’s life until three rounds have expired. If the PCs defeat the Cold Traveler before it finishes, it dissipates into fog and smoke, disrupted until the next sunset.
With a DC12 Religion or History check, the PCs will know that the only way to permanently destroy a Cold Traveler is to find its body in the forest and give it a proper burial. With 2d4 hours of searching and a DC12 Survival check (or a relevant ability), the PCs can find the ghost’s final resting place. The location is visibly twisted by the presence of the ghost’s anchor: for example, a tree that grows on top of the body might be twisted and blackened, or the wildflowers around it may take on the appearance of a grinning skulls. Excavating the body and giving it a proper burial requires another 1d2 hours and a DC12 Religion check. On a success, the ghost can use its Fading Memory power to reward the PCs.

Cold Traveler
Medium undead, neutral evil
Armor Class 12 (natural)
Initiative +2 (12)
Hit Points 9 (2d8)
Speed 30 ft. fly ((hover)), 30 ft.
Str 10
Dex 14
Con 10
Int 10
Wis 14
Cha 14
Saves: Dex +2, Wis +2, Cha +4
Skills Deception +4, History +2
Resistances Fire, Necrotic, Non-magical non-silvered slashing, bludgeoning, and piercing
Immunities Paralyzed, Incapacitated, Petrified, Poisoned, Prone, Restrained, Sleep, Charmed, Blinded, Diseased
Vulnerabilities Cold
Senses blindsight 30 ft., Passive Perception 12
Languages Any humanoid
Challenge 2 (450 XP, PB +2)
Traits
Horrific Appearance (Passive). The Cold Traveler’s true form is as a desiccated, frozen corpse. Anyone who can see it must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Cold Traveler is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the Cold Traveler’s Horrific Appearance for the next 24 hours.
Actions
Illusory Appearance. The Cold Traveler naturally covers itself with a magical illusion that makes it look as it did just before it died, when it was lost in the forest and on the verge of freezing. Anyone touching the Cold Traveler can make a DC 14 Perception check to determine that the being’s shape doesn’t match its appearance. The illusion ends if the Cold Traveler is attacked.
Cold and Alone. Wisdom Saving Throw: DC 12, . The temperature in a 10’ radius around the Cold Traveler drops suddenly. Anyone in that area must make a DC 14 Wis save or take 1d4 cold damage, and lose its next turn as it contemplates its inevitable lonely death.
This is the Cold Traveler’s only “attack.” Even if it is attacked, it will continue to use this action on its turn until either it has drained enough warmth or it is temporarily banished.
Fading Memories. If the Cold Traveler is finally put to rest by recovering its remains and giving it a proper funeral, the ghost can, as a final action, provide the PCs with guidance equal in effect to an Augury spell or a Locate Object spell, for questions or objects relevant to its life.
Reactions
Misplaced Vengeance. Trigger: when hit with a melee attack Response: If the Cold Traveler is hit with a melee attack, it hisses at its attacker, “You’re just as bad as them! They left me there to die!” The attacker takes 2d6 points of cold damage as frost travels up the length of its weapon, and the Cold Traveler can immediately move up to 10 feet.
Adventure Hooks
You can easily turn this encounter an entire short adventure for a rustic dark fantasy campaign. First, drop rumors before the adventure that both foreshadow the ghost and tie it to a quest goal that the PCs want. Next, increase the difficulty of finding the Cold Traveler’s resting place by adding other dangers to the forest, such as other monsters and environmental dangers. Then, have the spirit resist the attempt to dig up its body and perform burial rites: use a stat block such as a wight, a specter, or a swarm of ravens (or all three, in three different stages!) to represent the ghost fighting back against the PCs. Finally, as the spirit is set free, it can use its Fading Memories to guide the PCs to the next step in their quest!
Here are some sample rumors that you can use to foreshadow the Cold Traveler:
- Beware, traveler! Many have entered this forest and never returned.
- I’ve heard that bandits prey upon travelers along this road. Best to stay on your guard.
- My grandmother warned me to be polite to travelers whom I meet. You never know if they’re a faerie in disguise!
- Hmmm. The only person who knew much about (quest goal) was (name of Cold Traveler before they died). But he went missing in the forest decades ago. Good luck trying to find him.
- A terrible specter haunts these woods! If you can put it to rest, though, I’ve heard it will guide you to a great treasure!
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