Catoptric Travel. When the wraith is within 5 feet of a reflective surface that it can see, it can use a bonus action to shift to the Material Plane, the Ethereal Plane, or its demiplane. When it would enter the Ethereal Plane, it can instead immediately appear in front of a different reflective surface that it can see in the Material Plane if that mirror is within 60 feet of it.
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.
Mirror Bound. On the Material Plane, the wraith can only move within the span of reflection of reflective surfaces, such as mirrors, still pools, and polished steel, that are at least a square foot. If it is more than 30 feet away from any such surface, the wraith immediately shifts to the Ethereal Plane.
Multiattack. The wraith can use its Eye Bleed and makes two mirror shard attacks.
Mirror Shard. Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (4d6 + 5) slashing damage.
Eye Bleed. The wraith targets one creature it can see within 30 feet of it. If the target can see the wraith's eyes, the target must succeed on a DC 15 Constitution saving throw against this magic or take 22 (4d10) necrotic damage and be permanently blinded.
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.
Fly. The wraith flies up to half its flying speed.
Prison of Mirrors (Costs 2 Actions). Every creature the wraith can see within 30 feet of a mirror at least 4 feet tall must succeed on a DC 15 Charisma saving throw or be magically shifted to the wraith’s demiplane.
Death Omen (Costs 3 Actions). The wraith targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target is affected as if by the enemies abound spell, seeing all creatures as threatening undead. In addition, the target dies if it drops to 0 hit points. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
Description
Oracula
“You should never knowingly attempt to scry on the dead, for you might attract the attention of an oracula. If you do so by mistake, barricade yourself and destroy every mirror you own.” – Excerpt from “Prophecies and Revelations”, by High Sybil Ortensia
Death Omen. Oraculae are a rare type of wraith that preys on diviners and those touched by fate. Many folktales and legends speak about wraiths that appear in mirrors, staring at you from a dark corner of the room. These sightings are interpreted as omen of imminent death and, indeed, those that have seen the wraith are often found dead days later, in front of a broken mirror, their eyes missing. Tales vary as to what attract the attention of the wraith, but in most cases, the victim attempted to scry on a dead person. Other stories report that these wraith attack people involved in a specific prophecy, or diviners that seek secrets better left alone.
Time of Revelations. During a syzygy, the astronomical alignment of three of more celestial bodies, magical energies surges due to the proximity between the Transitive Planes and the Material Plane. Gleams of the future and the past may appear in reflective surfaces and catoptromancy, the act of divination through a mirror, is more powerful than ever. Many diviners keep track of these celestial cycles, for these times are auspicious to decipher, interpret and create prophecies. However, such power does not come without a risk. The mind of mortals cannot always withstand the greater truth and the diviners might receive revelations that are beyond them. The lucky ones are left insane, ranting incoherently about the impending doom, while others less fortunate leave behind a corpse with empty eye sockets, its sight scorched away. This is when an oracula is created.
Mirror Bound. Most exorcists and clerics are not prepared to deal with an oracula, for the wraith does not rely on the typical arsenal and powers of its kind, taking its victims by surprise. Simply looking at the wraith causes intense eyebleed and blindness, while the apparition can twist vision with death omens, turning all you see as undead. Most wraiths would be described as out of this world, but the oracula truly is. It can only manifest in the Material Plane through mirrors, its greatest strength and weakness, allowing it to cross unpredictably between worlds but making it vulnerable to banishment. Ultimately, the terrifying power of the oracula resides in its ability to imprison its victims in a haunted realm, a demiplane of its own creation.
Optional: Wraith Rejunevation
Often, simply destroying the physical form of a wraith isn't enough to get rid of it permanently. Most wraith haunt a specific location and sending them to their final death will require some extra work. If destroyed, a wraith will regain all its hit points in 24 hours, unless prevented to in the following ways:
Oracula. Reforms in its demiplane unless a specific mirror of life trapping located in the wraith's demiplane is destroyed.
Lair and Lair Actions
An Oracula’s Lair
The lair of an oracula is a demiplane, similar to the demiplane spell. An oracula shape its plane into a haunted and nightmarish place, an embodiment of entropy sending chills down the spine.
Lair Actions
On initiative count 20 (losing initiative ties), the wraith takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.
- The wraith causes up to 5 doors or windows within the lair to become walls, and an equal number of doors or windows to appear on walls where there previously were none. Walls are impervious to weapon attacks and damage-dealing spells. Alternatively, the wraith can target any number of doors and windows that it can see, causing each one of them to either open or close as it wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until the wraith chooses to end the effect, or until the wraith uses this lair action again.
- The wraith creates an illusory duplicate of itself, which appears in its own space and lasts until initiative count 20 of the next round. On its turn, the wraith can move the illusory duplicate up to 60 feet (no action required). While the wraith and the illusion share the same space, when a creature or object interacts physically with the wraith (for example, hitting it with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not the wraith itself, in which case the illusion disappears.
Lair Traits
An oracula's demiplane might have any or all of the following effects in place:
- Messages can appear anywhere within the lair, such as a sentence written in blood, in the steam condensed on a mirror or a ghostly statement that can be heard amid the wind. In addition harmless manifestations occur and vanish randomly, such as blood pouring over the walls, black gooey ectoplasm boiling on the ground or faces appearing on a surface. These effects are not illusions and apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.
- The wraith can create any layout, terrain or structure within the lair but the demiplane can’t exceed 100 cubes, each cube being 10 feet on each side. The lair is furnished and trapped as the wraith desires. Furnishings and other objects of the demiplane dissipate into smoke if removed from it.
- Planar travel is blocked inside the lair, except for the wraith that can shift in and out as it wishes. If the wraith is destroyed, the demiplane ceases to exist and any creatures inside are expelled into their respective native plane of existence.
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