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The Uncrossed Bridge

Medium Undead (incorporeal), Neutral


Armor Class 13

Hit Points 22 (5d8)

Speed fly 30 ft.

STR 6 (-2)
DEX 16 (+3)
CON 10 (+0)
INT 12 (+1)
WIS 14 (+2)
CHA 15 (+2)

Saving Throws Wis +4

Skills Stealth +5, Perception +4

Damage Vulnerabilities radiant

Damage Resistances acid; cold; fire; lightning; thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60 ft., passive Perception 14

Languages Common, telepathy 60 ft.

Challenge 1 (200 XP) Proficiency Bonus +2


The List Has Your Names. The Uncrossed Bridge knows the name and greatest spoken wish of every creature that has crossed, approached, or dreamed of crossing its former span. It has advantage on Wisdom (Perception) and Wisdom (Survival) checks made to find a creature whose name appears on its list.
Incorporeal Passage. The Uncrossed Bridge can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Unfinished Crossing. The Uncrossed Bridge cannot willingly move more than 120 feet from the place where its bridge once stood. If forced beyond that distance, it immediately returns to the nearest point within range.

Actions

Cold Toll. Melee spell Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8+3) necrotic damage. The target hears the sound of footsteps on unseen planks and must succeed on a DC 11 Wisdom saving throw or be unable to willingly move farther from the Uncrossed Bridge until the start of the ghost's next turn.
Wish-Snag. One creature the Uncrossed Bridge can see within 30 feet must make a DC 11 Wisdom saving throw. On a failed save, the creature is charmed by the ghost until the end of its next turn and must use its movement, if available, to move up to 15 feet toward the ghost by the safest route. While charmed this way, it hears its own greatest wish whispered from beneath the water.
Collapse the Span (Recharge 5-6). The ghost conjures the memory of its destruction in a 15-foot-long, 5-foot-wide line. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) bludgeoning damage and falling prone on a failed save, or taking half as much damage on a successful one. The area becomes difficult terrain until the end of the ghost's next turn.

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"You may cross when your wish is written, your name is remembered, and the water gives you back." โ€” The last entry in the tollkeeper's ledger

Lore & Description

Appearance

A translucent section of ruined bridge hangs upright in the air, its stones slick with phantom rain and its broken timbers threaded with pale blue light. A human-shaped spirit is fused into the span, its face shifting between the travelers who died or vanished when the bridge was demolished. Rusted nails orbit its body like tiny stars, while strips of damp parchment trail from its ribs. Each parchment bears a name, a destination, and a wish that was never fulfilled.

Behavior & Origins

The bridge was called Saint Orra's Crossing until Mayor Hest Vann ordered it demolished to make way for a safer stone road. The workers found hundreds of travelers' wishes carved beneath the planks, and the destruction trapped the bridge's memory in the world. Now the ghost keeps a ledger known as the Last Crossing, adding the names of anyone who comes near. The party's names already appear in fresh ink because the ghost believes their journey is the final crossing needed to complete its list. It wants them to recover the missing final page from the mayor's abandoned tollhouse and read every wish aloud before sunrise.

Running The Uncrossed Bridge

Tactics

The Uncrossed Bridge opens with Wish-Snag against the most mobile-looking character, trying to draw them into the ghost's reach while it passes through walls or ruined supports. It uses Collapse the Span when two or more creatures line up, then attacks isolated targets with Cold Toll while forcing them toward the old bridge site. When reduced below half its hit points, it begs the characters to finish the list; it fights to the death only if they burn or destroy the ledger.

DM Tips

  • Telegraph the encounter with names appearing in wet ink, phantom footsteps stopping beside the party's bedrolls, and scraps of parchment bearing each character's private wish.
  • Speak for the ghost in overlapping traveler voices, occasionally interrupting combat to recite a character's name and unfinished desire.
  • For a weaker party, reduce Collapse the Span to 1d6 damage and remove the prone effect; for a stronger party, let Wish-Snag affect two creatures.
  • Make the ledger an active story object: crossing out a character's name with a fulfilled wish can cause the ghost to pause or surrender.

Loot

  • The Last Crossing — A water-stained ledger containing dozens of travelers' wishes, including clues to lost treasures, missing persons, and one desire belonging to each character.
  • Saint Orra's Bridge Nail — A blue-black iron nail that remains warm when pointed toward a broken promise. Once per day, it can reveal the direction of a creature that knowingly betrayed an oath.
  • The Mayor's Brass Toll Token — A tarnished token stamped with Mayor Hest Vann's seal; it opens the abandoned tollhouse and bears the symbol of a secret society that profited from the bridge's demolition.

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Generation Info

Original prompt:
"CR 1: The ghost of a bridge that was demolished with travelers' wishes still on it. It keeps a list, and the party is on it."

Created: Sep 8, 2026
Modified: Sep 11, 2026

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