The Witcher world illustration - Semi- Fantasy, Dystopia  theme
Semi- Fantasy, Dystopia

The Witcher

R
Rathatri

You are a Witcher, you take contracts and deal with the monsters, featuring the whole Monster Codex.


Author's Note: Prompting Franz for items: At the beginning of the campaign is playing a witcher tell Franz, - I am a Witcher, add a silver sword, a steel sword and my witcher medallion to my inventory.
Played241 times
Cloned32 times
Created
267 days ago
Last Updated
76 days ago
VisibilityPublic
Noonwraith
CR 5Medium Undead
Noonwraith
HP Range85 - 95 (Avg: 90)
AC15
XP1950

Description

Noonwraiths are tragic and malevolent spirits that haunt rural areas, tied to the locations of their untimely deaths. They appear as pale, gauzy figures dressed in tattered white garments that flow like mist, often manifesting during the daytime to prey on those working in the fields or playing nearby. These spectral beings can generate ghostly duplicates of themselves, creating a haunting dance around their victims, draining life energy while bolstering their own power.

Details
SizeMedium
TypeUndead
CR5
XP1950
LanguagesCommon, Infernal, limited ability to speak, wails, some past names.
Defenses
Armor Class15
HP Range85 - 95 (Avg: 90)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Dust Storm

By manipulating the physical environment, the noonwraith kicks up a swirling cloud of dust in a 15-foot radius. All creatures in the area must succeed on a DC 14 Constitution saving throw or be blinded until the end of their next turn.

Life Drain

A noonwraith lashes out with a tendril of dark energy, attempting to siphon the life from a target within 30 feet. The target must make a DC 15 Constitution saving throw, taking 3d8 necrotic damage on a failed save, or half as much on a success. The noonwraith regains hit points equal to the necrotic damage dealt.

Mirror Image Dance

The noonwraith creates 1d4 ghostly duplicates of itself that swirl around a target within 15 feet. The target must succeed on a DC 15 Wisdom saving throw or be disoriented, becoming frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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