This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
There exist 1 variant: Wyrmwraith
Environment: Any
Organization: 1-12
Proficiency Score: +6
Medium; Individual/Repute; humanoid, undead
Armor Class: 17 (+1 Dex, +6 Proficiency Score)
Hit Points: 72 (9d8)
Speed: Fly 60 feet
Initiative: +1 (advantage)
STR | DEX | CON | INT | WIS | CHA |
– | 12 (+1) | – | 14 (+2) | 14 (+2) | 21 (+5) |
Saves:
- Fortitude +0, see Immunities
- Reflex +1
- Will +8
Skills:
- Acrobatics +7
- Diplomacy +11
- Insight +8
- Intimidate +11
- Lore (Planes) +8
- Perception +8
- Stealth +7
Immunities:
- Effects with the death or psychic tags, and all that lack the magical or supernatural tags
- Ability damage, ability drain, disease, poison, and sleep
- Enervated, Fatigued, Paralyzed, Persistent Damage, and Stunned conditions
- Any effects that require a Fortitude save (unless it is applicable to objects)
- Combat Maneuvers
- Falling damage
- Instant Death
Resistances:
- 5 against effects with the magical or supernatural tags with the exception of those which also have the force tag
- 50% chance of non-damaging effects with the magical or supernatural tags failing
Senses: Passive Perception 18, dark vision 60 feet
Languages:
Aura (Unnatural, 30-foot aura). Creatures with the animal tag will not willingly approach within 30 feet of a Wraith, unless another creature makes an appropriate Skill Check with DC 21.
Fading. When in areas of sunlight, including sunlight created by spells or supernatural abilities, a Wraith is reduced in its abilities and is unable to attack and gains the Slowed 2 condition until it is out of the sunlight.
Hear Heartbeat (60 feet). A Wraith can sense the beating hearts of living creatures within 60 feet as if it had Blindsight.
Incorporeal. A Wraith ignores environmental penalties that applied to creatures required to breath or creatures with a physical body. It can pass through objects and physical terrain, while objects or terrain with the magical or supernatural tags are treated as difficult terrain. While within an object, a Wraith can see beyond the object normally and gains the Covered condition. The Wraith has a 50% chance of being detected with blindsight, and is undetectable to blindsense, scent, and temorsense.
Spawn. A creature with the humanoid tag who gains the Dead Condition because of damage from a Wraith becomes a Wraith in 1d4 rounds. Such a newly made Wraith is less powerful than their creator and suffer disadvantage on all d20 rolls and only inflict the Enervated 1 Condition on an Incorporeal Touch. The new Wraith is under the command of the one that created them until the creator’s death, at which point they lose their spawn penalties and become a free-willed Wraith. New Wraiths cannot make Wraiths themselves until they lose the spawn penalties. They do not possess any of the abilities they had in life.
Life Sap (Touch). For each successful Touch Strike, a Wraith gains 5 Hit Points and the target of a successful Touch Strike by a Wraith must make a DC 21 Fortitude Save or take 1d4 Constitution Damage.
Undead Life. A Wraith reduces any damage inflicted because of its undead tag by 6.
Actions
Touch. Melee Strike +7/+2/-3 (finesse, unarmed) with 2d6 negative damage plus Life Sap.