Monster Dossier
Wyrmwraith
Wyrmwraith is a fantasy monster entry from source B3.
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.