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

Five Nights At Freddy

p
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
Golden Freddy
CR 7Medium Undead
Golden Freddy
HP Range95 - 125 (Avg: 110)
AC17
XP2900

Description

Golden Freddy is a mysterious and ghost-like animatronic bear possessed by a vengeful spirit. It appears as a golden yellow bear with white pupils and a black top hat and bow tie. It is known for its eerie silence and sudden, unpredictable appearances, striking fear into those who encounter it.

Details
SizeMedium
TypeUndead
CR7
XP2900
LanguagesUnderstands Common but cannot speak
Defenses
Armor Class17
HP Range95 - 125 (Avg: 110)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Haunting Touch

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

Phantasmal Shroud

Golden Freddy emits an aura of unsettling energy. All creatures within 10 feet must succeed on a DC 15 Wisdom saving throw or be paralyzed with fear for 1 round.

Possess

Golden Freddy can attempt to possess a humanoid it can see within 30 feet. The target must succeed on a DC 16 Charisma saving throw or be possessed for 1 minute. While possessed, the target is under Golden Freddy's control and takes 10 (3d6) psychic damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

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.
© 2025 Friends & Fables
Privacy PolicyTerms of Service