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CR 5 – Undead – Water Wraith

Tier 2 play

**Monster Name:** Water Wraith

**Size, Type, Alignment:** Medium, Undead, Chaotic Neutral

**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft., swim 60 ft.

**Ability Scores:**

Strength 12 (+1),

Dexterity 16 (+3),

Constitution 14 (+2),

Intelligence 10 (+0),

Wisdom 15 (+2),

Charisma 18 (+4)

**Proficiencies:** Saving Throws: Dex +6, Wis +5

Skills: Stealth +6, Persuasion +7

Damage Resistances: Cold, Necrotic

Damage Immunities: Poison, Psychic

Condition Immunities: Charmed, Frightened, Poisoned

**Senses:** Darkvision 60 ft., passive Perception 12

**Languages:** understands Common and Aquan but cannot speak

**Challenge Rating (CR):** 5

**Special Abilities:**

– **Water Form:** The Water Wraith can move through water and other liquids without hindrance and can phase through solid objects that contain water (e.g., wet walls).

– **Drowned Soul:** Any creature that dies within 30 feet of the Water Wraith rises as a waterlogged zombie under the Wraith's control at the start of its next turn.

**Actions:**

– **Multiattack:** The Water Wraith makes two attacks with its Spectral Tendril.

– **Spectral Tendril:** +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken until a long rest is completed.

– **Drowning Grasp (Recharge 5-6):** The Water Wraith targets one creature it can see within 30 feet. The target must succeed on a DC 15 Strength saving throw or be restrained in water-like tendrils until the end of the Wraith's next turn. While restrained, the target takes 10 (3d6) cold damage at the start of each of its turns.

**Description:** The Water Wraith is a spectral entity that embodies the despair of those who perished due to lack of water or in flooded lands. Its form is a swirling mass of water, with ghostly features that reflect the anguish of its past. The Wraith often lurks near bodies of water, waiting to ensnare unsuspecting travelers. In combat, it employs hit-and-run tactics, using its ability to move through water to surprise foes and draw them into its watery grasp. Its demeanor is unsettlingly calm, but it harbors a deep rage against the living, seeking to claim their souls for its sad, endless existence.

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