Medium Undead, Neutral Evil
Armor Class 15 Natural armor
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
7 (-2)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +6
Skills Survival +5
Damage Resistances Acid, Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Exhaustion, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 12
Languages The languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Withering Aura. The abhartach is surrounded by an aura of destruction that extends for 30 feet. Any creature in the aura that is not undead, cannot regain hit points, cannot be revived or raised from the dead and cannot be cured of curses, poison or fear.

Call of the Grave. If at least one creature with 0 hits points is within 30' of the abhartach, it deal an additional 10 (2d8) necrotic damage with its Life Drain.

 

 
Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 18 (3d8 + 3) necrotic damage. The target must succeed on a DC 14 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. 

Description

Grave-walkersWhen the most sadistic, depraved villains are buried, sometimes Orcus curses their spirt to rise again as an abhartach. The withered corpse rises from its coffin, and fills its worm-eaten husk with grave dirt. They stalk the lonely roads, graveyards and catacombs, drawing power from the dead and seeking living creatures to slay and consume.

Cursed wanderers Though these undead hunger to destroy and consume living creatures, a shard of memory remains. Abhartachs recognize cherished items, old friends and adversaries from their former life and never pass up an opportunity to destroy them. Once they've destroyed everything and everyone tied to their old life, they wander aimlessly, drawn to places where the dead are kept such as churchyards and cemeteries. 

Eternal suffering. An abhartach can only be killed if it is stabbed with a sword or knife made from rowan or yew wood and then buried upside down in the roots of the same tree. If not, the abhartach will eventually return and will seek out those who harmed it.

 

Environment: Underdark

savevsboredom

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