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Elder Wyrmwraith

The most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons haunted by an irrational fear of the afterlife, but most have simply existed for over a thousand years, growing in power all the while.

Recall Knowledge - Dragon (Arcana): DC 51
Recall Knowledge - Undead (Religion): DC 51

Elder WyrmwraithCreature 23

RareCEGargantuanDragonIncorporealUndeadWraith
Source Bestiary 3 pg. 297
Perception +40; darkvision, lifesense 120 feet
Languages Common, Draconic, Necril
Skills Acrobatics +38, Arcana +38, Intimidation +43, Religion +43, Stealth +43
Str -5, Dex +11, Con +0, Int +9, Wis +9, Cha +11
AC 49; Fort +32, Ref +38, Will +42
HP 450 (negative healing); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 25 (except force, ghost touch, or positive) double resistance vs. non-magical)
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 46
Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and stunned 2.
Positive Energy Transfer ReactionReaction (conjuration, divine) Trigger The wyrmwraith succeeds at a saving throw to resist positive damage but still takes damage; Effect The wyrmwraith transfers all positive 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 100 feet
Melee Single ActionSingle Action spectral jaws +42 [+37/+32] (reach 20 feet), Damage 4d12+23 negative plus drain lifeMelee Single ActionSingle Action spectral claw +42 [+38/+34] (agile, reach 15 feet), Damage 4d8+23 negative plus divine dispelling and drain lifeDivine Innate Spells DC 46; 10th miracle; 8th charm (undead targets only); 7th divine wrath (×3), finger of death; 6th vampiric exsanguination; 4th charm (×3; undead targets only), darkness; 3rd bind undead (at will)
Divine Rituals DC 46; 8th imprisonment (10th); 2nd create undead (10th)
Breath Weapon Two ActionsTwo Actions (divine, necromancy, negative) The wyrmwraith unleashes a burst of negative energy that deals 24d6 negative damage to all creatures in a 90-foot cone (DC 46 basic Reflex save). They can't use Breath Weapon again for 1d4 rounds.Consume Souls Two ActionsTwo Actions (divine, death, incapacitation, necromancy) The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 Will save. The elder wyrmwraith can't Consume Souls again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature becomes doomed 1.
Failure The creature becomes doomed 2 and takes 100 negative damage.
Critical Failure The creature is slain. As long as the wyrmwraith still exists, the slain creature can't be returned to life through any means.
Divine Dispelling (abjuration, 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 ActionsTwo Actions The wyrmwraith makes two claw Strikes and one jaws Strike in any order.Drain Life (divine, necromancy) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 24 temporary Hit Points, and the creature must succeed at a DC 46 Fortitude save or become drained 2. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4.Ectoplasmic Form Single ActionSingle Action (divine, necromancy) 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 52 and they gain 125 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of negative damage.Phase Lurch Single ActionSingle Action (divine, move) Requirements The wyrmwraith is in their ectoplasmic form; Effect As the Stride action, but the wyrmwraith 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

All Monsters in "Wyrmwraith"

NameLevel
Elder Wyrmwraith23
Wyrmwraith17

Wyrmwraith

Source Bestiary 3 pg. 296
Wyrmwraiths rise from the souls of dragons who refuse to accept death or have an irrational fear of the afterlife.

Sidebar - Additional Lore Ancient Wyrmwraiths

The most powerful wyrmwraiths survive for millennia, typically by hiding in remote caverns or wastelands and enacting their far-reaching plots through proxies. Some elder wyrmwraiths dedicate themselves to the pursuit of learning, but they typically only crave knowledge that grants advantages against their enemies.

Sidebar - Additional Lore Elder Wyrmwraiths

The most powerful of these monsters, elder wyrmwraiths, sometimes form spontaneously from legendary dragons who were haunted with an irrational fear of the afterlife, but most are wyrmwraiths who have grown in power during an existence of well over a thousand years. The most powerful wyrmwraiths survive for millennia, typically by hiding away in remote caverns or wastelands and enacting their far-reaching plots through proxies. Some elder wyrmwraiths dedicate themselves to the pursuit of learning, but typically the only knowledge they crave is that which grants advantages against their enemies.