Wraithguard (5e Creature)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: See talk page.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 19:25, 4 August 2019 (MDT)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

[edit]

Large construct, chaotic good/evil, depends on nature of elven war band


Armor Class 20 (Natural Armor)
Hit Points 240 (24 d10 + 100)
Speed 15 ft


STR DEX CON INT WIS CHA
24 (+7) 5 (-3) 24 (+7) 14 (+2) 10 (+0) 10 (+0)

Damage Resistances acid, bludgeoning even from magical sources, force,
Damage Immunities fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks;
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, confused
Senses passive Perception 2
Languages Sylvan - telepathic (60 ft.);
Challenge 18 (18,000 XP)


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

ACTIONS

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.

Dow2_eld_wraithguard_rank60.jpg
A wraithguard painted white and green,



Back to Main Page5e Homebrew5e Creatures

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors