ATLA Franz Edition world illustration - Fantasy theme
Fantasy

ATLA Franz Edition

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This campaign is set in the Avatar universe shortly after the fall of the Earth Empire. Ba Sing Se and its surrounding regions are undergoing massive political reform, shifting from monarchy to democratic republics amid the power vacuum left by the Empire’s collapse. Spirits are active and often unpredictable, and bending is both a gift and a tool in daily life and conflict. The world is rich with faction rivalries, lingering tensions, and opportunities for heroism and change.


Author's Note: ATLA W FRANZ (Heavy WIP)
Played4 times
Cloned1 times
Created
16 days ago
Last Updated
12 days ago
VisibilityPublic
Whispering Wraith
CR 3Medium Fey
Whispering Wraith
HP Range60 - 60 (Avg: 60)
AC13
XP700

Description

The Whispering Wraith is a haunting spirit that drifts through the shadows, spreading fear and despair. It whispers dark secrets and dreadful prophecies to those who dare to listen, often leading them to madness or despair. Traits Incorporeal Movement. The 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. Ethereal Whispers. Creatures within 30 ft. who can hear the wraith must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the save at the end of each of its turns. Invisible in Shadows. While in dim light or darkness, the wraith can become invisible as a bonus action. Saving Throws: Wis +5, Cha +7

Details
SizeMedium
TypeFey
CR3
XP700
LanguagesCommon, Spirit Tongue
Defenses
Armor Class13
HP Range60 - 60 (Avg: 60)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Terrifying Howl

(Recharge 5-6) The wraith lets out a haunting howl. Each creature within 20 ft. that can hear it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of the wraith’s next turn.

Touch of Dread

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 14 Constitution saving throw or be cursed, losing 1d4 hit points at the start of each of its turns for 1 minute. The curse can be removed by remove curse or similar magic.

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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