Talk:Dread Wraith (5e Creature)

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If you would like to add the Dread Wraith to the Magazine Issue then please do allow me to continue finishing this creature. I have had few neat tricks that would make him more interesting. Plus, I would also make the Blade Wraith with it as another similar creature. Azernath (talk) 05:23, 22 June 2016 (MDT)

Hi Azernath, I haven't finished with this yet, and it's not for the magazine. Marasmusine (talk) 06:20, 22 June 2016 (MDT)
Hello Marasmusine, If it is not for the magazine then I shall leave you to your work, but if you want any extra ideas with it then I have an almost frightening way to make this creature deadly even to the most expert of players. Azernath (talk) 06:49, 22 June 2016 (MDT)
Oh, please, tell me your ideas! Marasmusine (talk) 13:17, 22 June 2016 (MDT)

A dread wraith is more in appearance similar to either [1] or [2] when it comes to the shear fear. They should never be less frightening then even the mightiest of dragons even though they are much weaker then them. The best features for the creature are:

Detect Life. The wraith can magically sense the presence of living creatures up to 5 miles away. It knows the general direction they're in but not their exact locations. (Could be turned to a regional effect).

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

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

Marshal Undead. Unless the wraith is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead. (Instead of Turn Resistance)

Necrotic Absorption. Whenever the wraith is subjected to necrotic damage, it takes no damage and regains a number of hit points equal to the necrotic damage dealt.

Shadow Stealth. While in dim light or darkness, the wraith can take the Hide action as a bonus action.

Fear of Sunlight. If the wraith takes either fire or radiant damage, or comes in contact with sun or bright light, it has disadvantage on attack rolls and ability checks as well as on Wisdom (Perception) checks that rely on sight until the end of its next turn.

The Actions can come in the form of:

Multiattack. The wraith makes two scythe attacks.

Scythe. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (3d4 + 3) slashing damage.

Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 30 (6d8 + 3) necrotic damage. The target must succeed on a DC 16 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.

Create Specter. 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 specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than twelve specters under its control at one time.

Frightful Presence. Each creature of the wraith's choice that is within 60 feet of the wraith and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wraith's Frightful Presence for the next 24 hours. (Will most likely be to a legendary action).

Legendary Actions are the following:

Attack. The wraith makes one scythe attack.

Move. The wraith moves up to its speed without provoking opportunity attacks.

Frightening Gaze (Costs 2 Actions). The wraith fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the wraith's gaze for the next 24 hours.

Shadow Step (Costs 2 Actions). When the wraith is in dim light or darkness, as a bonus action it can teleport up to 120 feet to an unoccupied space it can see that is also in dim light or darkness. The wraith then have advantage on the first melee attack it make before the end of the turn.

Soul Drain (Costs 3 Actions). The wraith attempts to take the soul of its target out of its body. The target must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.

A humanoid slain by this attack rises 24 hours later as a wraith under the dread wraith's control, unless the humanoid is restored to life or its body is destroyed. The dread wraith can have no more than two wraiths under its control at one time.

All these abilities are focused on the Dread Wraith staying in shadows away from light. I also thought of a feature that would cause the dread wraith to take damage when coming into contact with any form of light, but it would have made the creature very weak. Azernath (talk) 22:24, 22 June 2016 (MDT)