Wraithguard (5e Creature)

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Wraithguard

Large construct, chaotic good (50%) or chaotic evil (50%)


Armor Class 16 (natural armor)
Hit Points 125 (10d10 + 70)
Speed 20 ft.


STR DEX CON INT WIS CHA
24 (+7) 8 (-1) 24 (+7) 14 (+2) 10 (+0) 10 (+0)

Saving Throws Wis +4, Cha +4
Damage Resistances acid, force, necrotic, psychic
Damage Immunities fire, poison; bludgeoning, piercing, slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft.; passive Perception 10
Languages Elvish, Sylvan; telepathy to 60 ft.
Challenge 10 (5,900 XP)


Immutable Form. The wraithguard is immune to any spell or effect that would alter its form.

Magic Resistance. The wraithguard has advantage on saving throws against spells and other magical effects.

Magic Weapons. The wraithguard's weapon attacks are magical.

Turn Resistance. The wraithguard has advantage on saving throws against any effect that turns undead.

Undead Nature. The wraithguard's creature type is both construct and undead.

ACTIONS

Multiattack The Wraithguard makes two slam attacks.

Slam.Melee Weapon Attack: +11 to hit, reach 5 ft., one target Hit: 16 (2d8 + 7) bludgeoning damage.

Wraithcannon (Recharge 5-6). The wraithguard fires an eldritch projectile at a point within 90 feet it can see. The projectile tears open an interplanar rift which occupies a 15-foot radius sphere centered on that point. Each creature which starts its turn within that area must make a DC 14 Constitution saving throw, taking 33 (6d10) force damage on a failed save, or half as much damage on a successful one. On a failed save, a creature’s movement speed is also halved until the end of its next turn.
The interplanar rift closes at the end of the wraithguard's next turn. Any creature that is still within the rift's area when it closes must succeed on a DC 14 Dexterity saving throw or be teleported to a random plane.


Dow2_eld_wraithguard_rank60.jpg
A wraithguard painted white and green. Image taken from the game Dawn of War II.

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 warrior's 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.

Otherworldly Weapons. Every wraithguard carries a wraithcannon, an eldritch weapon fuelled by the power of its wielder's spirit. These weapons tear open the fabric of reality itself, creating interplanar rifts which bombard those nearby with harmful cosmic energies. If a target survives the initial blast, they are not out of danger: the rift collapses after a few seconds, banishing anyone still inside to another part of the multiverse.


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