KING
Wraith

Wraith

Undead · Crown of Wrath

T3d8Minor

Incorporeal hatred incarnate, wraiths age victims with life-draining touch, haunting ancient battlefields.

Tier 3  ·  Role Minor  ·  Pool Vigor 3 (+3 overflow)  ·  AC 11  ·  ATK +4  ·  Save DC 15  ·  Dmg 3 (flat)

AC1111 base
Vigor3Tier, plus 3 overflow. Flees at 0, dies at 6 total damage
Move30 ft
Initiatived8rerolled each round
Attack+4d20 + bonus vs AC, two a turn
Damage3flat, crit d8, floored at 3
Save DC15Tier 3 DC
Crit20natural 20 only
StatScoreModDie
Body8--
Mind14--
Sense18--
Heart16--
Cunning16--
Fate14--

A Minor has no attribute mechanics: the scores describe the creature, they do not roll.

Passives

Passive

Incorporeal

Moves through creatures, walls, and floors. Takes 1 Vigor damage if it ends its turn inside an object. Resistant to non-magical weapon damage; cannot be grabbed, restrained, or knocked prone.

Passive

Sunlight Sensitivity

In sunlight the wraith attacks at disadvantage and takes 1 damage at the start of its turn. It flees before dawn without fail.

Maneuvers

Maneuver

Life Drain

The wraith reaches a cold hand into a creature's chest. Body save (DC 15) or the creature takes 3 damage as its warmth drains and its hair whitens; on a success it takes 1 Vigor damage.

Reactions

Reaction

Phase Shift

When hit by a non-magical attack, the wraith goes briefly formless and takes 1 Vigor damage instead of the attack's damage.

Tactics

GM tactics

Phases through walls to ambush. Life Drains the strongest targets first. Sinks back into stone when the fight turns, then rises from another wall. Avoids sunlight absolutely-retreats before dawn.

Running it

Rules

  • Vigor equal to Tier, with an overflow of the same size behind it: 3, then 3 more. Neither half regenerates.
  • A hit deals a flat 3, no roll. A crit (natural 20 only) rolls d8 and never lands below 3.
  • Crits on a natural 20 only.
  • Minor: no stat modifiers or dice in play; its scores describe the creature, they do not roll.
  • At 0 Vigor it breaks and flees, out of the fight but alive; Fanatics fight on into the overflow instead.
  • Total damage reaching 6 kills it outright, and a single blow of 6 or more kills it on the spot.
  • Vigor damage is simply damage against a Minor: its whole pool is Vigor.
  • Two attacks in a normal turn: Tier 3+ Minors get a second.
  • Group morale: when its group loses half its number, fled or dead, the rest check morale.
  • NPCs never take wounds.