Five Nights At Freddy world illustration - Paranormal Investigation theme
Paranormal Investigation

Five Nights At Freddy

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pieolow

Players take on the role of night guards, investigators, or trapped visitors inside the eerie pizzeria where haunted animatronics roam after dark. The world blends survival horror with mystery as players seek to uncover the truth behind the spirits possessing the animatronics, the dark past of the restaurant, and the hidden secrets lurking in the shadows. Every night is a battle between fear, dwindling resources, and the unknown.


Author's Note: This world is meant for tense, atmospheric play with a focus on investigation, survival, and psychological horror rather than combat. Encourage creative problem-solving, use of the environment, and roleplay of fear and paranoia.
Played1 times
Cloned0 times
Created
3 days ago
Last Updated
3 days ago
VisibilityPublic
Freddy Fazbear
CR 6Large Construct
Freddy Fazbear
HP Range95 - 125 (Avg: 110)
AC16
XP2300

Description

Freddy Fazbear is a haunted animatronic bear from a cursed pizzeria, possessed by the spirit of a murdered child. He is a calculating and stealthy stalker who uses darkness and shadows to approach his victims, playing eerie music before attacking. Despite his menacing nature, he shows a complex personality with moments of dark humor and cryptic wisdom.

Details
SizeLarge
TypeConstruct
CR6
XP2300
LanguagesUnderstands Common but cannot speak normally
Defenses
Armor Class16
HP Range95 - 125 (Avg: 110)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Microphone Slam

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target must succeed on a DC 14 Constitution saving throw or be deafened for 1 minute.

Shadow Stalk

Freddy moves silently and unseen in dim light or darkness, gaining advantage on Stealth checks. When he attacks from darkness, the target has disadvantage on the saving throw.

Toreador March (Recharge 5-6)

Freddy plays a haunting melody that unnerves his foes. All creatures of his choice within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. Creatures can repeat the saving throw at the end of each of their turns.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
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