You are a Witcher, you take contracts and deal with the monsters, featuring the whole Monster Codex.
Played | 241 times |
Cloned | 32 times |
Created | 267 days ago |
Last Updated | 76 days ago |
Visibility | Public |
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.
Size | Medium |
Type | Undead |
CR | 5 |
XP | 1950 |
Languages | Common, Infernal, limited ability to speak, wails, some past names. |
Armor Class | 15 |
HP Range | 85 - 95 (Avg: 90) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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.