Shattered by ancient wars and abandoned by lost gods, Orenthys offers countless paths. Become an Arcanist, Warlord, beast bonded Tamer, or Blacksmith whose blades shape kings. Even a miner’s pickaxe may sway empires. Journey across five vast continents with divine ruins, arcane storms, living guilds, and clashing kingdoms. Bind spirits, tame beasts, explore forbidden lands, challenge monstrous horrors, or command mighty armies. In Orenthys, even the smallest soul can change the world’s destiny.
Played | 708 times |
Cloned | 8 times |
Created | 13 days ago |
Last Updated | 3 days ago |
Visibility | Public |

Description
Sea Wraiths are ghostly apparitions of drowned sailors, haunting coastal waters and shipwrecks. They are malevolent spirits that drain the life force of those who venture too close.
Size | Medium |
Type | Undead |
CR | 5 |
XP | 1800 |
Languages | Understands Common and Aquan but cannot speak |
Armor Class | 14 |
HP Range | 80 - 90 (Avg: 85) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
Ethereal Drift
The Sea Wraith can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Haunting Wail (Recharge 5-6)
The Sea Wraith emits a chilling wail. Each creature within 30 feet that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns.
Life Drain Touch
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage, and the target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken.