Wyrmwraith

Level 17
Creature· dragonRareGargantuanRemaster
AC
39
HP
280
Speed
50 ft.
Perception
+29
Fort
+29
Ref
+32
Will
+35
Immunities death-effects, disease, paralyzed, poison, unconscious, bleed
Languages common, draconic, necril
Senses darkvision, lifesense 120 ft.
Skills intimidation +33, religion +33, stealth +33, acrobatics +30, arcana +30
Other Speeds fly 80 ft.
Recall Knowledge DC 41 (arcana, religion)

Attacks

Melee Spectral Jaws +34 (reach 20 ft.), Damage 3d12+17 void
Melee Spectral Claw +34 (agile, reach 15 ft.), Damage 3d8+17 void

Abilities

Lifesense 120 feetinteraction
Frightful Presence

90 feet. DC 36 will

On a critical failure, a creature is also Paralyzed until the start of their next turn.


Sunlight Powerlessness

A wyrmwraith in sunlight is Clumsy 2 and Stunned 2.

Vitality Transfer

Trigger The wyrmwraith succeeds at a saving throw to resist vitality damage but still takes damage


Effect The wyrmwraith transfers all vitality damage from the effect to a single undead creature of their choice within 120 feet that they control or that's Friendly or Helpful to them.

Void Healing
Decaying Breath◆◆

The wyrmwraith unleashes a torrent of void energy that deals 18d6 void damage to all creatures in a 60-foot cone (DC 38 reflex save). They can't use Decaying Breath again for .

Divine Dispelling

A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a religion check to counteract an ongoing divine spell effect on the creature.

Draconic Frenzy◆◆

The wyrmwraith makes two claw Strikes and one jaws Strike in any order.

Ectoplasmic Form

A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for , though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for . While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They

Phase Lurch

Requirements The wyrmwraith is in their ectoplasmic form


Effect As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain.

Void's Embrace

If a victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, they bypass the resistances of the wyrmwraith that cursed them

Saving Throw DC 38 will

Stage 1 Dazzled in any light (1 hour)

Stage 2 gains lifesense 30 feet but is Blinded in any light (1 hour)

Stage 3 as stage 2, but also has void healing (1 hour)

Stage 4 Unconscious and can't awaken (1 day)

Stage 5 dead and becomes a Wraith, its body crumbling to ash.

Wings of Shadow

Frequency once per round


Effect The wyrmwraith spreads its spectral wings wide covering all near it in shadow. Each living creature within a 10-foot emanation is exposed to void's embrace.

Dahak's defiance and his hatred for all of creation brought loss to dragonkind. It is said that the first wyrmwraiths rose from the souls of dragons hurled into the Void by Dahak, but whether this is true or not is still a matter of debate. What is undeniable is that the wyrmwraiths are unliving conduits of the Void, shaped but unshackled by the plane's hunger for indiscriminate destruction.

Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. Their lairs often have a single, hidden and highly defensible antechamber where the wyrmwraith confers with its agents as it engages in a war with distant rivals through expendable proxies. This dimly lit antechamber is usually filled with death and many undead servants, some raised from the bodies of those whose usefulness has come to an end.

Wyrmwraiths might enter temporary alliances with other undead, cults, or necromancers, especially when it comes to unearthing powerful secrets or striking a blow against a common powerful threat. While wyrmwraiths take great pleasure in acting against those who wield the power of the gods, often targeting them first in battle to rend their flesh and protective spells with their claws, they are often very cautious, striking only after stacking the odds in their favor.