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There is a Legacy version here.

Wyrmwraith

Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. Their lairs often have a single, hidden and highly defensible antechamber where the wyrmwraith confers with its agents as it engages in a war with distant rivals through expendable proxies. This dimly lit antechamber is usually filled with death and many undead servants, some raised from the bodies of those whose usefulness has come to an end.

Recall Knowledge - Dragon (Arcana): DC 41
Recall Knowledge - Undead (Religion): DC 41
Unspecific Lore: DC 39
Specific Lore: DC 36

Elite | Normal | Weak
Proficiency without Level

Changes from being Weak are marked in red below.
NOTE: The -2 damage penalty to non-strike offensive abilities (-4 if the ability is limited, such as spells) is NOT factored in.

Weak WyrmwraithCreature 16

Rare Gargantuan Dragon Incorporeal Undead Unholy Wraith 
Source Draconic Codex pg. 202
Perception +27; darkvision, lifesense 120 feet
Languages Common, Draconic, Necril
Skills Acrobatics +28, Arcana +28, Intimidation +31, Religion +31, Stealth +31
Str -5, Dex +9, Con +0, Int +7, Wis +7, Cha +9
AC 37; Fort +27, Ref +30, Will +33
HP 260 (void healing); Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 20 (except force, ghost touch, spirit, or vitality; double resistance vs. non-magical)
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 34. On a critical failure, a creature is also paralyzed until the start of their next turn.Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and slowed 2.Vitality Transfer [reaction] (divine) Trigger The wyrmwraith succeeds at a saving throw to resist vitality damage but still takes damage; Effect The wyrmwraith transfers all vitality damage from the effect to a single undead creature of their choice within 120 feet that they control or that's friendly or helpful to them.
Speed 50 feet, fly 80 feet
Melee [one-action] spectral jaws +32 [+27/+22] (reach 20 feet), Damage 3d12-2+17 voidMelee [one-action] spectral claw +32 [+28/+24] (agile, reach 15 feet), Damage 3d8-2+17 void plus divine dispellingDivine Innate Spells DC 33 (-4 dmg); 8th charm (undead targets only); 7th divine wrath (×3), execute; 6th vampiric exsanguination; 4th charm (×3; undead targets only), darkness; 3rd bind undead (at will)
Divine Rituals DC 33 (-4 dmg); 2nd create undead
Decaying Breath [two-actions] (divine, void) The wyrmwraith unleashes a torrent of void energy that deals 18d6 void damage to all creatures in a 60-foot cone (DC 36 basic Reflex save). They can't use Decaying Breath again for 1d4 rounds.Divine Dispelling (divine) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect on the creature.Draconic Frenzy [two-actions] The wyrmwraith makes two claw Strikes and one jaws Strike in any order.Ectoplasmic Form [one-action] (divine) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They lose their immunity to precision and bleed damage and all their resistances. Their jaws and claw Strikes deal piercing and slashing damage, respectively, instead of void damage.Phase Lurch [one-action] (divine) Requirements The wyrmwraith is in their ectoplasmic form; Effect The wyrmwraith Strides, but can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain.Void's Embrace (curse, death, divine, void) If a victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, they bypass the resistances of the wyrmwraith that cursed them; Saving Throw DC 36 Will; Stage 1 dazzled in any light (1 hour); Stage 2 gains lifesense 30 feet but is blinded in any light (1 hour); Stage 3 as stage 2, but also has void healing (1 hour); Stage 4 unconscious and can't awaken (1 day); Stage 5 dead and becomes a wraith, its body crumbling to ash.Wings of Shadow [one-action] (divine, void) Frequency once per round; Effect The wyrmwraith spreads its spectral wings wide covering all near it in shadow. Each living creature within a 10-foot emanation is exposed to void's embrace.

All Monsters in "Wyrmwraith"

NameLevel
Elder Wyrmwraith23
Wyrmwraith17

Wyrmwraith

Source Draconic Codex pg. 202
Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. Their lairs often have a single, hidden and highly defensible antechamber where the wyrmwraith confers with its agents as it engages in a war with distant rivals through expendable proxies. This dimly lit antechamber is usually filled with death and many undead servants, some raised from the bodies of those whose usefulness has come to an end.

Dragon

Related Groups Dragon, Adamantine, Dragon, Barrage, Dragon, Bog, Dragon, Brine, Dragon, Cinder, Dragon, Cloud, Dragon, Conspirator, Dragon, Coral, Dragon, Crystal, Dragon, Delight, Dragon, Despair, Dragon, Diabolic, Dragon, Empyreal, Dragon, Executor, Dragon, Forest, Dragon, Fortune, Dragon, Horned, Dragon, Magma, Dragon, Mirage, Dragon, Mocking, Dragon, Oath, Dragon, Omen, Dragon, Phase, Dragon, Requiem, Dragon, Resurrection, Dragon, Rime, Dragon, Rune, Dragon, Sage, Dragon, Sea, Dragon, Sky, Dragon, Sovereign, Dragon, Stormcrown, Dragon, Time, Dragon, Umbral, Dragon, Underworld, Dragon, Vizier, Dragon, Vorpal, Dragon, Wailing, Dragon, Whisper, Dragon, Wish, Dragonet
Dragons come in myriad forms, with many having magical abilities or connections to magic. Some dragons draw greater power from magic than others, allowing them to manifest abilities or alter their physiques with prolonged exposure to magic. These dragons become more powerful as they age and strengthen their connections with their magical origins. Scholars debate the classification of these dragons, with some preferring the name magical dragons and others using traditional dragons due to their connection to specific magical traditions. Regardless of their names, these dragons share a number of characteristics: their ability to tap into magical energies, intensified might and cunning as they grow older, and an inclination to hoard vast amounts of treasure and wealth.

Draconic Spellcasters

Each dragon features a sidebar on spellcasting dragons of that type. To make a dragon spellcaster, remove the dragon's Draconic Frenzy and Draconic Momentum abilities, and give them the spells outlined in their sidebar. You can swap out any number of these with other spells, provided you keep the same number of spells for each rank. You might also want to increase the dragon's Intelligence, Wisdom, or Charisma modifier by 1 or 2 to reflect their mastery of magic.