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Wrymwraith ~ CR 17

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)


STRDEXCONINTWISCHA
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:

5 per 24 hours:

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.