Medium Undead (Elf), Chaotic Evil
Armor Class 15 (natural armor)
Hit Points 51 (6d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws DEX +4, WIS +4
Skills Perception +3, Stealth +4
Damage Resistances Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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

Spell Immunities. Wyrd are immune to charm, hold or sleep spells.

Actions

Multiattack. The Wyrd makes two glowing sphere attacks. These can be a Melee Weapon or Ranged attack.

Glowing Sphere. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d6) necrotic damage 1d6+3 to an elf. The target must succeed on a DC 13 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.

An elf slain by this attack rises 24 hours later as a Wyrd, unless the elf is restored to life or its body is destroyed.

Glowing Sphere. Ranged Weapon Attack: +5 to hit, range 60/90 ft., one target. Hit: 6 (1d6) necrotic damage 1d6+3 to an elf..

Description

A wyrd (pronounced "weerd") is an undead spirit inhabiting the body of an elf (cf. wight - BD39). Wyrds can only be hit by magical or silver weapons. They are immune to sleep, charm and hold spells, and their saving throws are the same as for an elf of level 4. Clerics have the same chance of turning wyrds as they do of turning wraiths.  A wyrd usually appears as a dark, robed figure holding a small, diffuse, red, glowing sphere in each hand. In combat, the wyrd can either strike with two hands using the spheres as melee weapons or fling the two spheres as missiles (range 30/90) or use one sphere in melee and one as a missile.  If a sphere hits its target (normal roll to hit), it explodes, inflicting Id6 points of damage against most opponents, but ld6+3 against elves. As each sphere explodes, a replacement instantly appears in the wyrd's hand, but it can only make two attacks per round.

Originally appeared in Night's Dark Terror module 1986. Modified for 5E.

Habitat: DesertSwampUnderdarkUrban

OnarIroncrown

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