Monster Dossier

Wyrmwraith

Wyrmwraith is a fantasy monster entry from source B3.

Level 17

Traits

rarecegargantuandragonincorporealundeadwraith

Rules & statistics

Monster Profile

Perception

29

Senses

  • Name
    darkvision
  • Name
    lifesense
    Range
    120

Languages

Languages
  • common
  • draconic
  • necril

Skills

Acrobatics
30
Arcana
30
Intimidation
33
Religion
33
Stealth
33

Ability Mods

Str
-5
Dex
9
Con
0
Int
7
Wis
7
Cha
9

Defenses

Ac
39
Saving Throws
Fort
29
Ref
32
Will
32
Hp
  • Hp
    280
    Abilities
    • negative healing|b2
Immunities
  • poison
  • precision
  • death effects
  • disease
  • paralyzed
  • unconscious
Resistances
  • Amount
    20
    Name
    all
    Note
    except force, ghost touch, or positive; double resistance vs. non-magical

Speed

Walk
50
Fly
80

Attacks

  • Range
    Melee
    Name
    spectral jaws
    Attack
    34
    Traits
    • reach
    Effects
    • drain life
    Damage
    3d12+17 negative plus drain life
    Types
    • negative
  • Range
    Melee
    Name
    spectral claw
    Attack
    34
    Traits
    • agile
    • reach
    Effects
    • divine dispelling
    • drain life
    Damage
    3d8+17 negative plus divine dispelling and drain life
    Types
    • negative

Spellcasting

  • Type
    Innate
    Tradition
    divine
    DC
    35
    Entry
    3
    Spells
    • Name
      bind undead
      Amount
      at will
    4
    Spells
    • Name
      charm
      Amount
      3
    • Name
      darkness
    6
    Spells
    • Name
      vampiric exsanguination
    7
    Spells
    • Name
      divine wrath
      Amount
      3
    • Name
      finger of death
    8
    Spells
    • Name
      charm
      Notes
      • undead targets only

Abilities

Mid
  • Traits
    • aura
    • emotion
    • fear
    • mental
    Entries
    • 90 feet, 33 (page 305)
    Name
    Frightful Presence
  • Entries
    • A wyrmwraith in sunlight is clumsy 2 and stunned 2.
    Name
    Sunlight Powerlessness
  • Activity
    Number
    1
    Unit
    reaction
    Traits
    • conjuration
    • divine
    Trigger
    The wyrmwraith succeeds at a saving throw to resist positive damage but still takes damage
    Entries
    • The wyrmwraith transfers all positive 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.
    Name
    Positive Energy Transfer
Bot
  • Activity
    Number
    2
    Unit
    action
    Traits
    • divine
    • necromancy
    • negative
    Entries
    • The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (38 basic Reflex save)
    • They can't use Breath Weapon again for 1d4 rounds.
    Name
    Breath Weapon
  • Traits
    • abjuration
    • divine
    Entries
    • 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.
    Name
    Divine Dispelling
  • Activity
    Number
    2
    Unit
    action
    Entries
    • The wyrmwraith makes two claw Strike||Strikes and one jaws Strike in any order.
    Name
    Draconic Frenzy
  • Traits
    • divine
    • necromancy
    Entries
    • When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a 38 Fortitude save or become drained 2. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strike||Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4.
    Name
    Drain Life
  • Activity
    Number
    1
    Unit
    action
    Traits
    • divine
    • necromancy
    Entries
    • A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, 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 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strike||Strikes deal slashing and piercing damage, respectively, instead of negative damage.
    Name
    Ectoplasmic Form
  • Activity
    Number
    1
    Unit
    action
    Traits
    • divine
    • move
    Requirements
    The wyrmwraith is in their ectoplasmic form
    Entries
    • 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||3|terrain.
    Name
    Phase Lurch

Background

Lore

No lore provided.