Dream Wraith
- Size
- Medium
- Type
- Undead
- Challenge Rating
- 5
- Source
- Creature Codex
- Alignment
- Neutral-Evil
- Armor Class
- 14
- Speeds
- 0, fly 60
- Walking Speed
- 0
- Flying Speed
- 60
- Strength Score
- 6
- Dexterity Score
- 18
- Constitution Score
- 17
- Intelligence Score
- 12
- Wisdom Score
- 15
- Charisma Score
- 16
- Skill Proficiencies
- Stealth
- Vision
- Darkvision (60ft)
- Languages Ref
- Common
- Hit Points
- 60
- Condition Immunities
- Poisoned
- Resistances
- Vulnerable to Psychic Damage, Resistant to Acid Damage, Resistant to Cold Damage, Resistant to Fire Damage, Resistant to Lightning Damage, Resistant to Thunder Damage, Resistant to Non-Magical Damage, Immune to Necrotic Damage, Immune to Poison Damage
- Languages
- Aethyrian Common
Medium undead, neutral evil
Armor Class 14
Hit Points 60 (8d8+24)
Speed 0 ft., fly 60 ft. (hover)
- STR
- 6 (−2)
- DEX
- 18 (+4)
- CON
- 17 (+3)
- INT
- 12 (+1)
- WIS
- 15 (+2)
- CHA
- 16 (+3)
Skills Stealth +7
Damage Vulnerabilities psychic
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 5 (1,800 XP)
Create Wraith. Any humanoid that dies at the hands of a dream wraith rises 1 hour later as a wraith under the dream wraith's control.
Incorporeal Movement. The dream wraith 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 an object.
Sunlight Sensitivity. While in sunlight, the dream wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Sleep Touch. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) psychic damage, and the target must succeed on a DC 14 Charisma saving throw or fall unconscious.
Steal Dreams. The dream wraith targets an unconscious or sleeping creature within 5 feet of it. The creature must succeed on a DC 14 Constitution saving throw or be reduced to 0 hp. The dream wraith gains temporary hp for 1 hour equal to the amount of hp the creature lost.
Reactions
Dreamer's Gaze. When a creature the dream wraith can see starts its turn within 30 feet of the dream wraith, the dream wraith can create the illusion that it looks like that creature's most recently departed loved one. If the creature can see the dream wraith, it must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its turn.
Stat block from Creature Codex (Kobold Press), Open Game Content used under the Open Game License 1.0a. Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky. It is not Geminaea material. See Legal.