Medium Undead, Typically Neutral Evil
Armor Class 19 (plate)
Hit Points 200 (18d8 + 54)
Speed 30 ft., fly 60 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +11, INT +9, WIS +9
Skills History +12, Insight +9, Perception +9, Stealth +19
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Common plus up to five other languages, Deep Speech, Elvish, Telepathy, Undercommon
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If the Wraithlord fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed Wraithlord gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Turn Resistance. The Wraithlord has advantage on saving throws against any effect that turns undead.

Actions

Touch of the beyond. Melee Spell Attack: +12 to hit; 3d6 health taken from your hp total, if this takes you to 0 hit points you die. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mace of strength draining. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 3) bludgeoning damage, and the target's Strength score is reduced by 1d4 for 1 minute. The target dies if this reduces its Strength to 0. 

If a non-evil humanoid dies from this attack, a wraith rises from the corpse 1d4 hours later.

Size change. The wraithlord changes to: medium, large or huge.tt

Legendary Actions

The Wraithlord 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 Wraithlord regains spent legendary actions at the start of its turn.

Paralyzing Touch. The Wraithlord uses its Paralyzing Touch.

Frightening Gaze. The Wraithlord fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Wraithlord’s gaze for the next 24 hours.

Deaths gift. The wraithlord regains 40 (6d12) hp

Disrupt Life (Costs 2 Actions). Each non-undead creature within 20 feet of the Wraithlord must make a DC 20 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Wraith army (2 actions). The wraith creates 1-5 wraiths within 60 feet. The specter is under the wraith's control. The wraith can have no more than 14 under its control at one time.

Lair and Lair Actions

A Wraithlord's Lair

A Wraithlord often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some Wraithlords construct secret tombs filled with powerful guardians and traps.

A Wraithlord keeps its grave servants and messenging crow in it's lair.

Everything about a Wraithlord's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the Wraithlord's work.

A Wraithlord encountered in its lair has a challenge rating of 24

Lair Actions

On initiative count 20 (losing initiative ties), the Wraithlord can take a lair action to cause one of the following magical effects; the Wraithlord can’t use the same effect two rounds in a row:

  • The Wraithlord targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the Wraithlord to the target. Whenever the Wraithlord takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the Wraithlord takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Wraithlord or the target is no longer in the Wraithlord's lair.
  • The Wraithlord calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the Wraithlord can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
  • The Wraithlord calls upon its crow to summon it's allies (usually liches), they arrive within a duration decided by the dm.
  • The Wraithlord summons a wraith. This does not count towards its total wraith army, and can be used as a bonus action.

Previous Versions

Name Date Modified Views Adds Version Actions
6/17/2023 3:26:01 PM
2
1
--
Coming Soon
6/18/2023 11:29:48 AM
12
1
--
Coming Soon
Morganisgreat

Comments

Posts Quoted:
Reply
Clear All Quotes