Reanimation Protocol. When the wraiths hit points are reduced to zero it makes a DC 15 constitution saving throw, on a success it reassembles itself and regains 22 (4d10) hit points. Each time the wraith uses this feature after the first, the DC increases by 5. When it finish a short or long rest, the DC resets to 15.
Living Metal. The wraith regains 8 hit points at the start of its turn. If the wraith takes acid damage, this trait doesn't function at the start of the wraith's next turn. The wraith dies only if it starts its turn with 0 hit points and doesn't regenerate.
Assassinate. During its first turn, the wraith has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the wraith scores against a surprised creature is a critical hit.
Sneak Attack. Once per turn, the wraith deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the wraith that isn't incapacitated and the wraith doesn't have disadvantage on the attack roll.
Wraith Form. 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.
Spellcasting. The wraith casts one of the following spells, using Constitution as the spellcasting ability (spell save DC 15):
1/day each: banishment, see invisibility
Multiattack. The wraith makes four vicious claw or two whip coil attacks; it can replace these attacks with two particle caster attacks.
Vicious Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.
Particle Caster. Ranged Weapon Attack: +7 to hit, range 60/120 ft., one target. Hit: 11 (2d6 + 4) force damage, plus 9 (2d8) fire damage.
Whip Coils. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, plus 9 (2d8) lightning damage. If the target is Large or smaller, it is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the wraith can't use the same whip coil on another target.
Description
Variant Canoptek Traits. Roll a d6 to determine variant trait.
1-2: Guardian Construct. While the creature is within 30 feet of a friendly Cryptek and rolls a 1 or 2 on a damage die for an attack it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
3-4: Optimised Aggressors. As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.
5-6: Self-replicator Nodes. The creature has advantage on Constitution saving throws made to determine reanimation protocols.
"Pray that night is upon us, for if this twilight is the work of the Necrons, we are all dead men."
A Canoptek Wraith is an automated robotic Necron construct that serves as the eyes and ears of the central operating system of any Tomb World, patrolling for intruders and inspecting the Necron sanctuary's ancient systems for signs of damage and decay. Its primary tool is its Phase Shifter, a Dimensional Destabilisation Matrix that allows a Wraith to phase in and out of sync with the normal space-time continuum.
Though the primary purpose of this device is to allow a Canoptek Wraith to reach into and repair solid machinery, it is equally effective when used to deal with intruders who have breached the protections of a subterranean Necron stasis facility. In such a case, a Canoptek Wraith can phase its claws and tendrils inside an opponent, and resolidify them to sever arteries, nerve clusters and other vital pathways without leaving an external mark of what caused the victim's death.
Previous Versions
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9/23/2025 12:54:58 AM
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29
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11
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1.0
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Coming Soon
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