Witch Wraith (3.5e Creature)

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Witch Wraith
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 16 (16d12) (96 hp)
Initiative: +12
Speed: 60 ft. (12 squares) Fly (perfect) supernatural
Armor Class: 25 (+8 Dex, +7 deflection), touch 24, flat-footed 17
Base Attack/Grapple: +8/-
Attack: Touch Attack +16 (1d8+5 plus Steal Essence)
Full Attack: Touch Attack +16 (1d8+5 plus Steal Essence)
Space/Reach: 5 ft./5 ft.
Special Attacks: Steal Essence, create spawn, wave of pain, damning darkness
Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., +2 turn resistance, undead traits, unnatural aura, aura of despair
Saves: Fort +8, Ref +8, Will +12
Abilities: Str -, Dex 27, Con -, Int 17, Wis 18, Cha 24
Skills: Diplomacy +9, Hide +24, Intimidate +26, Listen +25, Search +22, Sense Motive +23, Spot +25
Feats: Alertness, Blind Fight, Combat Reflexes, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility
Environment: Any
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always chaotic evil
Advancement: 19–34 HD (Medium)
Level Adjustment: -


Witch wraiths are incorporeal undead creatures born of grief, suffering and despair. In some cases when one humanoid user of magic suffers the most horrible and painful death always full of despair, suffering and grief, the spirit full of rage can come back from death to take revenge from the living. The grim silhouette of a witch wraith always appear surrounded by a thin fog. This fog doesn't affect the line of sight in any way. They can sense the approach of living creatures and magic, and hunger for them. The witch wraith possesses unearthly quickness, and uses their incorporeal treats to aproach and attack with a deadly touch attack and melt back into the shadows—or the walls.

The witch wraith speaks common and any language she speak in life.

Combat[edit]

Witch wraiths prefer to attack first the creature with the most large magical aura, once consumed she target the next largest magical aura, and so fort, if surrounded she uses her hability Wave of pain to make more easy her task to stole their foe's escence.

Steal Escence (Ex): Fort DC 12, or death, a save means she instead has stolen all magical attachments incarnated in the soul or all permanencys. If the target has no magical attachment or permanency it will drain a 1d4+2 of Inteligency. For each live she consume, the Witch Wraith will earn 5 temporary HP, if a magical attachment, permanency or Int is stolen the Witch Wrait will gain a +1 profane bonus; The permanency or the magic attachment it’s permanently and forever lost, it cannot be restored by any mortal ways even with a Miracle or Wish, the Inteligency drain will only restored by a Heal, Greater Restore, Remove Curse, Wish, Miracle or similar spell, if the drain it’s not dispeled in 24 hours, the drain will become permanent.

Unnatural aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Daylight Powerlessness (Ex): Witch wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Create Spawn (Su): Any humanoid slain by a witch wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Lifesense (Su): A witch wraith wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Detect magic (Su): The witch wrait can sense any forms of magic like the spell detect magic.

Wave of pain (Su): Like the spell wave of pain, 3/day; 30 ft. DC 21 Fortitude or stunned with pain for 1d6 rounds.

Damning darkness (Su): Like the spell damning darkness, 2/day; 30 ft. 2d6 profane damage to good aligned creatures, 1d6 profane damage to neutral aligned creatures, evil creatures don't recive any damage.

Aura of despair (Ex): The witch wraith radiates a malign aura of suffering and despair that causes any living thing within 10 ft. of she to take a -2 penalty on all saving throws. .



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