| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 16 | +3 | +3 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 8 | −1 | −1 |
| WIS | 14 | +2 | +8 |
| CHA | 14 | +2 | +8 |
Amorphous Form. The Color Wraith can move through a space as narrow as 1 inch without squeezing.
Aura of Desaturation. Any creature that starts its turn within 10 feet of the Wraith must succeed on a DC 13 Wisdom saving throw or feel emotionally drained. On a failure, they roll with disadvantage on their first attack or ability check this turn.
Fade Into Gray. While in dim light or darkness, the Wraith can take the Hide action as a bonus action.
Inky Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) necrotic damage.
Color Drain (Recharge 5–6).
The Wraith releases a 15-ft. radius pulse of gray energy. Each creature of its choice must succeed on a DC 13 Constitution saving throw or lose all color until the end of its next turn, taking 2d6 necrotic damage and gaining 1 level of exhaustion if they fail by 5 or more.
Siphon Fragment (Once Per Fight). When the Wraith is reduced to 0 HP, it shatters into a cloud of mist and reforms at 1 HP unless a PC touches the Color Fragment within 1 round.
Description
The Color Wraith drifts like a shadow unmoored from its body. Its form is tall and tattered, cloaked in smoky gray mist that seems to bleed into the world around it. Wherever it hovers, colors drain away — vibrant reds fade to dull rust, blues to cold steel, greens to lifeless ash.
Its face is only a suggestion: two hollow eye-sockets glowing faintly with shifting hues, like prisms trapped in glass. The edges of its body ripple constantly, as though reality struggles to decide whether it is smoke, cloth, or liquid ink. Long, claw-like arms taper into jagged streaks of shadow that whip and lash without warning.
When it moves, it doesn’t walk — it slides silently through the air, leaving a faint trail of desaturated motes that hang like ash before dissolving. Its presence is suffocating, not through heat or sound but through emptiness; laughter, music, even thoughts seem quieter when it draws near.
At the height of its hunger, the Wraith emits a terrible pulse of gray light, a ripple that steals the brilliance of the world and leaves only pale outlines — as though the entire battlefield has become a fading sketch in charcoal.
Lair and Lair Actions
Lair Action: Each round, roll d6:
-
1–3: A nearby object loses its color, frightening commoners.
-
4–5: One PC’s weapon dulls (disadvantage for one turn unless they succeed on a DC 13 WIS save).
-
6: A random NPC is pulled partly into the gray void (party can use an action to pull them back).
Comments