Wraithguard (5e Creature)
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Large construct, chaotic good/evil, depends on nature of elven war band
Damage Resistances acid, bludgeoning even from magical sources, force,
Psychic Absorption When the Wraithguard is subjected to psychic damage, it instead takes no damage and has hit points restored by the same amount as the attack's damage
Immutable Form The Wraithguard is immune to spells or effects that would cause it to change form
Magic Resistance The Wraithguard has advantage on spell saving throws and other magical effects
Magical Form The Wraithguard's attacks count as magical
Multiattack The Wraithguard makes two Psionic Blast attacks at range, or two Hammer Fist attacks in melee, or one Vortex Blast attack
Psionic BlastRanged Weapon Attack +8 to hit, reach 60 ft., one target Hit: 45 (3d10 + 10) Psychic Damage
Hammer FistMelee Weapon Attack +8 to hit, reach 5 ft., one target Hit: 20 (2d10) Bludgeoning Damage + 10 Psychic Damage
Vortex Blast (Recharge 4-6 turns) Ranged Spell Attack The wraithguard targets an area and creates a 20x20 foot cube centered on that point. All creatures within must make a DC 18 STR saving throw or be pulled to that point. This effect lasts 3 turns. When a creature is pulled or starts their turn inside the point, it is Restrained and take 60 (5d10 + 10) Psychic/Electric damage, whichever gets through resistances.
The Wraithguard are ancient constructs manufactured by elves in their wars when all other solutions are closed. Foul necromancy, the Wraithguard are formed from the souls of warriors fallen in combat, wearing a magical amulet similar to a phylactery. This amulet stores the warriors' soul and prevents his passing, and enables forgotten magic to fight again within this golem-like body. Moving slowly in a dream-like state, the Wraithguard are nonetheless terrifying combatants.