Mod | Save | ||
---|---|---|---|
STR | 6 | -2 | -2 |
DEX | 16 | +3 | +3 |
CON | 16 | +3 | +3 |
Mod | Save | ||
---|---|---|---|
INT | 12 | +1 | +1 |
WIS | 14 | +2 | +2 |
CHA | 15 | +2 | +2 |
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.
Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls.
Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.
Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. The target’s spirit rises as a Specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at a time.
Before anyone might freak out like I did, the new Long Rest rules state that your hit point maximum returns to normal if it was reduced.
That artwork is so awesome.
Looks like it has no resistance to electricity or thunder.
Long rest rules were about to be my next stop until I scrolled down to the comments. Appreciate you saving me the click 🤣
The artwork is epic.
Which is strange since the Spectre still does.
This thing is a nightmare. If it focuses all attacks on one squishy character, someone will die horribly. The previous version at least allowed a saving throw to avoid the drain being permanent.
Yeah, saving throws seem to be somewhat uncommon in the new version. This just means the DM will have to meta game the Wraith into making bad choices potentially. Run to maximum effect this can just float up through the floor, make an attack , and float back down through the floor to avoid being attacked back but that would be an almost certain TPK for most tables. I think the worst part is that you said if they focused all attacks, but this thing can just outright instantly kill a wizard or sorcerer at level 4 or on a high roll just out right 1 shot any class with D8 hit dice or lower. For some tables it will be cool to have such a threatening enemy, but honestly if I was using this at appropriate levels, I would probably just tell my players to bring a back-up character with them. A great boss battle for low levels to be a challenging and memorable encounter, but definitely need to read your table and understand the risks of a TPK if you roll high that fight.
If I use the new rules for monsters (and, I do like some of what I see, don't get me wrong), I'll occasionally allow a saving throw for secondary effects. It isn't hard to figure out what the DC should be, 8+the ability score of the monster that seems relevant+monster PB.
it does resistance physical attacks though, there is no magic clause there either.
So the way I do saving throws is kind of a bit of math. When they have 9d8, what I assume is the creature is '9th level' for specifically the saving throws and whatnot, it tends to work out, and then I figure what the proficiency is based off the creature's 'level', in this case it'd be +3, which you can tell because it's +3 to dex and +6 to hit, looks like +3 is the proficiency in this case, so 8+3+char, dc 13. Or you could base it off their dex and make it dc 14. Another tip would be just guestimate it. No need for it to be exact. Sometimes I asked for a perception check and if it's high enough I just give it unless its specific. Or if it's mid, I'll just come up with something on the fly that fits a 14 perception check. Depends on monster stats and what you think the save should be.
So, yea, that's for all those trying to figure out how to gauge things. Totally agree, it's not really tough to figure your own save.
Holy crap though, this thing doesn't' even have a recharge on this ability. That's nuts. That and it spawns specters that sap strength. lmfao.
The 2025 removed the magic clause. Been waiting for this for literal ever. It's so dumb because everything and it's mother is going to be getting magic weapons so late game fights are just "Oh it's resistant... wait. Not actually. Not a single person, and rightfully so, doesn't have a magic weapon."
It's just a meaningless useless rule to have. I like making this change because it adds more of a dynamic to the party that want to deal with these kinds of encounters. You can't just forehead your way through everything, it forces people to think and prepare.
OR FORCE DAMAGE ...THERE ARE WEAK POINTS!!!
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