Defiler Aura. Any creature within a 20 ft radius of the Anima Soul Wraith takes 1 necrotic damage at the beginning of their turn if they start within it's range.
Unholy Fortitude. Any damage source against the Wraith, for as long as it isn't incapacitated and isn't radiant, is reduced by half. Otherwise reverted to vulnerability to all damage if the Wraith is incapacitated.
Multiattack. The Anima Soul Wraith makes two attacks, one with its claw, and one with their shadow bash.
Anima synthesis. The Anima Soul Wraith calls forth one of the orbiting spheres around them, and summon their powers. They may pick one of the orb effects on the list below at the beginning of their next turn. During that time the Anima Soul Wraith performs a summoning dance. If the dance is interrupted by either being incapacitated or recieving damage, the orb wears down and the Wraith loses their action.
Claw. Melee Natural Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 15 (2d6 + 6) [Necrotic] damage.
Shadow Bash. Melee Natural Weapon Attack: +5 to hit, range 10 ft., 1 target. Hit: 15 (2d10 + 4) [Bludgeoning] damage.
[Orb effect] Fire orb. The red orb shines and lights up with flame, and erupts in the form of a tower of flame to a designated location. [Range: 30 ft. / Pillar: 5 ft radius.] Each creature in range makes a dexterity saving throw DC 15. Fail: 23 (4d8 + 5) Success: 8 ((4d4 + 5) / 2).
[Orb effect] Water orb. The blue orb shines and envelops in a light stream of water, as it summons a stream of water, turning into a rescending wave against the selected location. [Range: 30 ft. / Cone: 20 ft radius.] Each creature in range makes a strength saving throw DC 15. Fail: 20 (4d4 + 10) Success: 10 ((4d4 + 10) / 2).
[Orb effect] Wind Orb. The gray orb shines and expells a gentle wave of wind. Growing larger to a powerful stream of air. The orb recreates the spell Gust Of Wind with DC 16.
[Orb effect] Earth Orb. The brown orb shines dimly and forms layers of mud and soil around it which fall apart, and expell tectonic waves to the surface beneath. Each creature in a 50 ft radius must make a dexterity saving throw, DC 15 Upon a fail, the creature takes 4d4 damage and is knocked prone. Otherwise, they take only half the damage and aren't knocked prone.
Description
Spirits left and risen from the death loom over their death bodies holding the anger of the dust that made their past life. Fed with the energy of death and lost souls, and wandering without purpose, these are the Wraiths, spectral stems of the realm of the undead.
An Anima-Soul Wraith is a kind of wraith that has absorbed the remanents of the fallen and decaying souls, as well as the flickering sparks and remanents of the elements of nature. From swamps, cities, volcanoes, battlefields. These spectrals projections bend the forces of nature to their will and preserve the anger of the earth and past self. Attacking any that step on their path.
Anima-Soul Wraiths synthesize their elemental powers in the form of small magical spheres, elemental orbs that orbit around them and call forth to cast powerful anima themed attacks.
Treasure. When defeated, if they weren't purposefully destroyed, an Anima-Soul Wraith might drop their elemental orbs. These are a magical item akin to the Elemental Gem, and are fully functional unless stated otherwise by the DM's discretion. There are 4 in total, one of each element.
Previous Versions
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5/26/2023 12:24:03 AM
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11
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1.1
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5/26/2023 3:28:15 AM
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3
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2.0
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Coming Soon
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