Dread Wraith (5e Creature)

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Dread Wraith[edit]

Large undead, neutral evil


Armor Class 16
Hit Points 272 (32d10 + 96)
Speed 0 ft., fly 60 ft. (hover)


STR DEX CON INT WIS CHA
6 (-2) 23 (+6) 16 (+3) 17 (+3) 18 (+4) 19 (+4)

Proficiency Bonus +8
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 14
Languages the languages it knew in life
Challenge 25 (75,000 XP)


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

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

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

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

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

Regeneration. The wraith regains 40 hit points at the start of its turn. If the wraith takes radiant damage or is in sunlight, this trait doesn't function at the start of the wraith's next turn. The wraith only dies if it starts its turn with 0 hit points and doesn't regenerate.

ACTIONS

Life Drain Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. Hit: 76 (16d8 + 4) necrotic damage. The target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


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.

Life Drain. The wraith uses its life drain.
Move (Costs 2 Actions). The wraith moves up to its speed without provoking opportunity attacks.
Create Specter (Costs 3 Actions). The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a dread specter in the space of the corpse or in the nearest unoccupied space. The dread specter is under the wraith's control. The wraith can have no more than seven dread specters under its control at one time.

A dread wraith is the spirit of an evil creature that died in the era before written history, as the planes were still forming, its soul extinguished by raw negative energy. It dwells in the most ancient and forgotten shrines of the Undergloom, buried under the strata of millennia of underworld dungeon builders.

Regional Effects

If the shrine containing a dread wraith is unsealed, it is free to roam, and warps the dungeon and lands above in the following ways:

  • The land within 1 mile of the dread wraith's lair is infused with negative energy. Plants wither and cannot grow; animals flee the area; nonmagical fires cannot burn.
  • When a humanoid dies within 1 mile of the dread wraith's lair, it must succeed on a DC 15 Charisma saving throw or have its soul extinguished and rise as a specter.
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