Deathwisp

Medium Undead, neutral evil (CR 7)

Armor Class 15

Hit Points 82 (11d8+33)🎲

Speed 0 ft., fly 60 ft., hover true ft.


STR

6 (-2)

DEX

20 (+5)

CON

16 (+3)

INT

18 (+4)

WIS

16 (+3)

CHR

20 (+5)


Skills perception 6, stealth 8

Senses darkvision 60 ft., passive Perception 16

Languages the languages it knew in life

Challenge Rating 7

Actions

Life Drain.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Deathwisp.

The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time.


sizeMedium

typeUndead

group

alignmentneutral evil

strength_save

dexterity_save8

constitution_save6

intelligence_save

wisdom_save6

charisma_save

perception6

damage_vulnerabilities

damage_resistancesacid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

damage_immunitiesnecrotic, poison

condition_immunitiescharmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

cr7

reactions

legendary_desc

legendary_actions

special_abilitiesname: Flicker,desc: The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage.,name: Incorporeal Movement,desc: The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object.,name: Shadow Jump,desc: A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments.,name: Sunlight Sensitivity,desc: While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.,name: Unnatural Aura,desc: Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check.

spell_list

page_no72

document__license_urlhttp://open5e.com/legal

document__slugtob

document__titleTome of Beasts

document__urlhttps://koboldpress.com/kpstore/product/tome-of-beasts-for-5th-edition-print/

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Tome of Beasts, page no. 72
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