The Traveler's Guide to Aellorah
Beckoned Spirit. The soul does not require air, food, water, or sleep. When it takes necrotic damage, it is instead healed for an equal amount. It is also vulnerable to radiant damage.
Sunlight Sensitivity. The soul has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Freezing Aura. Creatures that start their turn within 30 ft. of the spirit moves at half speed and must make a DC 15 Constitution saving throw or take 6 (1d4+4) 1d4+4 cold damage.
Multiattack. The soul can make two attacks using either of its touch attacks.
Frigid Touch. Melee Spell Attack: (+7) 1d20+7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) 2d8+4 cold damage, and the target must succeed on a DC 15 Constitution saving throw or gain a level of Exhaustion.
Enervating Touch. Melee Spell Attack: (+7) 1d20+7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) 2d8+4 necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or their hit point maximum is reduced by an amount equal to the damage dealt.
Cold Snap (Recharge 6). The soul unleashes a blast of cold air that freezes creatures solid. Creatures within 15 ft. of the soul must make a DC 15 Constitution saving throw or take 22 (4d8+4) 4d8+4 cold damage and become Chilled for 1 minute. If a creature is reduced to 0 hit points by this ability, they are frozen solid.
The soul is the most powerful of the Soulbinder's spirits, able to freeze and drain its victims and unleash a devastating burst of cold air that can freeze creatures solid.