This ghostly, skeletal creature appears to once have been a dragon, but it is now something far different.
Wrymwraiths are a variation of Wraiths
Environment: Any
Organization: Solitary
Proficiency Score: +18
Gargantuan; Individual/Neutral; undead
Armor Class: 32 (+8 Dex, –4 Size, +18 Proficiency Score)
Hit Points: 136 (17d8)
Speed: Fly 80 feet
Initiative: +8 (advantage)
STR | DEX | CON | INT | WIS | CHA |
– | 27 (+8) | – | 20 (+5) | 21 (+5) | 22 (+6) |
Saves:
- Fortitude +0, see Immunities
- Reflex +8
- Will +5
Skills:
- Acrobatics +26
- Arcana +23
- Insight +23
- Intimidation +24
- Lore (Planes) +23
- Perception +23
- Religion +23
- Stealth +26
- Survival +23
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:
- 10 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 33, dark vision 60 feet
Languages: Abyssal, Common, Draconic, Elven, Infernal
Aura (Unnatural, 60-foot aura). Creatures with the animal tag will not willingly approach within 30 feet of a Wyrmwraith, unless another creature makes an appropriate Skill Check with DC 34.
Damage Transfer (Positive). When a Wyrmwraith succeeds on a Saving Throw against an effect with the positive tag, it can transfer any damage it would still take to a Spawn of its choice that is under its control and within 120 feet. If the Spawn reaches 0 Hit Points from this transfer, the Wyrmwraith takes the remaining damage.
Dispelling (Claw, Divine). When a Wyrmwraith makes a successful Claw Strike on a creature, it can attempt to Dispel Magic on all effects with the magical tag from the Divine Spell List as a Free Action which are affecting the target or being created by the target.
Incorporeal. A Wyrmwraith 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 Wyrmwraith can see beyond the object normally and gains the Covered condition. The Wyrmwraith has a 50% chance of being detected with blindsight, and is undetectable to blindsense, scent, and temorsense.
Legendary Actions (2). A Wyrmwraith can use two extra actions per round. This action can be spent at any point in the round directly after a creature’s turn ends and another begins.
Life Sap (Bite, Claw, Tail). For each successful Bite, Claw, or Tail Strike, a Wrymwraith gains 10 Hit Points.
Spawn. A creature with the humanoid tag who gains the Dead Condition because of damage from a Wyrmwraith becomes a Wraith in 1d4 rounds. The new Wraith is under the command of the one that created them until the creator’s death, at which point they become a free-willed Wraith. New Wraiths cannot make Wraiths themselves until their creator is slain. They do not possess any of the abilities they had in life.
Spells. Spell Attack +24, Spell DC 34
At Will:
- Bind Undead
- Death Knell
- Detect Undead (functions like Detect Magic)
- Protection
- Ray of Enfeeblement
5 per 24 hours:
- Bind Undead
- Enervation
- Weakening Ground (no Materials needed, cannot be against undead)
- Vampiric Exsanguination
3 per 24 hours:
1 per 24 hours:
Undead Life. A Wyrmwraith reduces any damage inflicted because of its undead tag by 15.
Actions
Breath Weapon (5 or 6, 60-foot cone). Ranged Strike DC 34 Reflex Save with 10d6 negative damage and Enervated 2; halved on a success and only Enervated 1 Condition (no Enervated Condition only on a critical success).
Ectoplasmic Form (5 or 6, 1d4 rounds). As a Single Action, a Wyrmwraith can assume a corporeal form for the listed duration. While in this form it:
- Loses the Incorporeal Passive Ability
- Loses all Resistances
- Can be damage by effects without the magical or supernatural tags
- Gains Resistance 15 against all physical damage
- Gains +8 damage bonus to all Strikes (Strength Score equal to Dexterity Score)
- Can move through non-living material as long as it begins and ends its turn outside of the non-living material. A Wyrmwraith treats non-living material as difficult terrain. It leaves a thin layer of mucus on any non-living material through which it passes. This mucus remains for a minute.
A Wyrmwraith can return to its incorporeal form as a Free Action.
Bite. Melee Strike +26/+21/+16 (finesse, reach 10 ft, unarmed) with 8d6 negative damage, inflict the Enervated 3 Condition (DC 34 Fortitude Save), and Life Sap.
Claw. Melee Strike +26/+21/+16 (finesse, reach 15 ft, unarmed) with 8d8 negative damage, Dispelling, and Life Sap.
Tail. Melee Strike +26/+21/+16 (finesse, reach 20 ft, unarmed) with 6d6 negative damage and Life Sap.