Dread Wraith, Variant (5e Creature)

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Dread Wraith[edit]

Large undead, chaotic evil


Armor Class 22 (natural armor)
Hit Points 484 (51d10 + 204)
Speed 0 ft., fly 90 ft. (hover)


STR DEX CON INT WIS CHA
10 (+0) 24 (+7) 18 (+4) 24 (+7) 19 (+4) 18 (+4)

Saving Throws Str +8, Wis +12
Skills Arcana +23, Deception +12, History +15, Perception +12, Persuasion +12
Proficiency Bonus +8
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities necrotic, poison, pyschic; bludgeoning, piercing, and slashing damage from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 22
Languages the languages it knew in life
Challenge 26 (90,000 XP)


Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 2 (1d4) force damage if it ends its turn inside an object. Any creature the wraith moves through in this way must make a DC 21 Wisdom saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much damage on a successful one.

Legendary Resistance (3/Day). If the wraith fails a saving throw, it can choose to succeed instead.

Negative Energy Aura. When a living creature within 120 feet of the wraith would regain hit points, it regains half as many instead.

Rejuvenation. If it has a phylactery, a destroyed wraith gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. The wraith is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +13 to hit with spell attacks). The wraith has the following wizard spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill, scrying
6th level (2 slots): disintegrate, globe of invulnerability
7th level (2 slots): finger of death, plane shift
8th level (1 slot): dominate monster, power word stun
9th level (1 slot): power word kill

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Turn Immunity. The wraith is immune to effects that turn undead.

ACTIONS

Multiattack. The wraith uses its Howl From Beyond if available, then makes three attacks.

Frightening Gaze. The wraith fixes its gaze on one creature it can see within 30 feet of it. The target must succeed on a DC 21 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the wraith's gaze for the next 24 hours.

Life Drain. Melee Spell Attack: +13 to hit, reach 10 ft., one creature. Hit: 26 (6d6 + 5) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction can only be undone by a wish spell. The target dies if this effect reduces its hit point maximum to 0. A humanoid who dies this way immediately rises as a wight under the wraith's control.

Howl From Beyond (Recharge 5-6). The wraith emits a piercing shriek, provided it isn't in sunlight. This shriek has no effect on undead or constructs. All other creatures within 30 feet of it that can hear it must make a DC 21 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 45 (10d8) psychic damage.

Create Wight. The wraith targets one or more humanoids within 30 feet of it that have been dead for no longer than 10 minutes and died violently. Each target rises as a wight. Each wight is under the wraith's control. The wraith can have no more than twenty wights under its control at one time.

REACTIONS

Incorporeal. The wraith adds 8 to its AC against one attack that would hit it. To do so, the wraith must see the attacker.

LEGENDARY ACTIONS

The wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The wraith regains spent legendary actions at the start of its turn.

Casts. The wraith casts a spell.
Life Drain. The wraith uses its Life Drain.
Disrupt Life (Costs 3 Actions). Each living creature within 60 feet of the wraith must make a DC 21 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much damage on a successful one.

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Wraith lich Nordekian, kovekbrom, http://www.kekaiart.com/guild-wars-2.html

Sometimes liches don't degenerate into demiliches, they transcend into dread wraiths.

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