Wraiths have a strong visual identity: hooded, faceless black figures. They are the Grim Reaper, the Ghost of Christmas Yet to Come, the Nazgul, even the Dementors (if you must). They look scary. Everyone knows the empty cowl means death.
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| My own drawing |
D&D doesn't know what to do with them. Are they corporeal? Do they paralyze or Energy Drain? Are they Nazgul or is that Spectres? It all depends on which edition you prefer. Delta has a great round-up.
With their intimidating visages, wraiths should advance the thesis that I've explicated in previous posts (skeletons, zombies, ghouls, wights) that each undead type ought to be uniquely terrifying.
My wraiths are of the semi-corporeal, black mist mode of wraithdom. They'll look solid enough, but your glaive-guisarme passes clean through. Unlike wights, wraiths don't have names or personalities. They are anti-life voids, avatars of nihilistic hatred. They just want to snuff all the candles.
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| The Lord of the Rings: The Fellowship of the Ring (2001) |
Death Spirals Revisited
These guys are brutal. They've got auto-hit life drain (don't worry, I won't make you deduct levels), dissolution at 0hp (no save, no res) and escalating damage that snowballs like a motherfucker.
This monster sets up tactical puzzle-fights and is a bit more mechanically complex than my previous undead. They can float over obstacles and flow between people, so fight positioning will be unusual.
Instead of the canonical level-drain, I've given the wraith an area-of-effect aura. Wraiths deal damage to all adjacent creatures, with no roll and the monster gains the hit points taken. This damage increases every round. The party needs to win fast or it will get out of hand.
The goal here is for the players to fear them. For their arrival to be an "Oh, shit!" moment, without having to resort to level drain.
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| Muppets |











