wraith grim and deliberate beast

Wraith art by Joe Bilicic

Wraith Culture, Psychology, & Lore

by Alec Wilson

“I see into your bones. The old wound in your leg. The place where your mother struck you. Your hands tremble like a child’s. Prostrate yourself. Curl into the black womb. Now die.”

— Senibeth Opalune, Dead Queen of Miril Anthor

Origins

Wraiths are menacing undead. They are the undead spirits of evil humanoids, often Mages, Sorcerers, Necromancers, Queens, or Kings. Wraiths can be of any race, but usually began life as Humans or Elves.

In life, Wraiths were obsessed by two things: Power and immortality. Most were infatuated with the study of dark magic, and used it in life to conquer territory, accumulate wealth, subjugate the weak, and forge pacts with otherworldly forces.

To bridge the gap between life and unlife, Wraiths turned to their affiliations with dark Gods, greater Demons, or Liches. Whereas Liches are evil mages so powerful that they paved their own road to the undead afterlife, Wraiths must bind their souls to one of these powerful beings to achieve undead immortality. With the snap of their fingers, a Wraith’s master can extinguish the bond between them. As a result, Wraiths serve their dark lords with unwavering loyalty.

Unlike other Undead, Wraiths lose almost none of the powers and faculties they possessed in life. They retain all their knowledge, intelligence, spellcasting abilities, and other skills. Wraiths take an ethereal form that allows them to pass through walls and other solid objects. They have a shifting, incorporeal, and terrifying appearance, that often reveals the bones beneath their ghostly skin. Otherwise, they look as they did in life.

Culture & Psychology

Wraiths live apart from humanoid settlements, often amidst ruins of the castles, keeps, or underground halls they inhabited in ages gone by. When approaching a Wraith stronghold, adventures may notice a dip in temperature, and a hazy pall in the air. The sun may seem far away, and the day may darken. The dwellings of especially powerful Wraiths emanate a sense of unease that radiates for up to 5 miles. Adventures must Save DC WIS 13 or become Haunted until they leave the area of effect. Dispel Magic, Dispel Evil, or the Blessing of a Cleric will also remove the effects of a Haunting. Roll d6 to determine the effect:

  1. -1 AC.
  2. -1 to hit.
  3. -1 to STR.
  4. -1 to DEX.
  5. -10 to Speed.
  6. All of the above.

Wraiths do not often seek out minions or followers, but sometimes they act as magnets for particularly evil or weak-minded creatures, who are drawn to them as maggots are drawn to rotting meat. At any given time, a Wraith may have under its command (roll d6):

  1. 1d8 evil Urdlen Gnomes.
  2. 1d4 exiled Elves.
  3. 2d6 wicked Humans.
  4. 2d8 malevolent Duergar.
  5. 3d6 cruel Skeletons, usually the remnants of their former servants.
  6. 3d8 vile Orcs.

These minions are terrified of their Wraith master, and completely under its sway. They follow orders blindly, and will commit murder and fight to the death for their undead lord. Wraith minions often have sunken eyes, sallow skin, and foul breath. Their skin may exude the stench of the undead.  When in town, they may carry with them the shadow of the Wraith, which makes them appear somewhat distant or blurry, though they may be sitting right at the end of the bar.

“I see his eyes, even now.  Great, deep eyes the color of water that runs under ice.  And his voice.  Deep, deep, and horribly calm.  He sees me in the night, from his greystone house on the moors.  Sees me here in bed, clutching my blankets.  He reaches for me in the dark, and brushes the dark aside, so that nothing stands between us.  His shadow waits in this room.  See his claw marks on my neck?  I must leave.  Please let me go.  I must return to my lord.”

–Sarband Creodon, Human asylum resident

Wraiths maintain some of the customs of their former lives. They may enact rituals of sacrifice or observe cabalistic hallowdays from eras gone by.  During the rare occasions when Wraiths are sought out by adventurers, interactions with them have a better chance of success if the seekers possess knowledge of the Wraith’s native history and culture.

Wraiths do not build structures or make other works in the world of the living, but they do construct Wraith blades. These daggers or swords are imbued with evil magic and their bite has a withering effect on Good creatures. Wraith blades function as +3 weapons. On a successful hit, good creatures must Save vs. Withering DC 16 CON or lose 2 STR until they complete three days of bed rest. This effect is cumulative. When non-Evil creatures use Wraith blades they must make a DC 14 WIS Save once per day. Whenever they fail successive Saves, they move one step toward Evil. For example, a Lawful Good PC who wields a Wraith blade and fails successive Saves becomes either Neutral Good or Lawful Neutral, as determined by the DM.

Wraiths keep a close eye on the politics and actions of the living, especially those in power.  But apart from their minions, Wraiths seldom interact with the living directly. During the 843 Undead Siege of Liptenberg, however, the three Wraith Kings of Bruindar1 stood in the town square at night and spoke to the people of Liptenberg.  Many who heard their hollow voices became discouraged and afraid, for the Kings foretold the burning of their city and the death of many of those present.  That winter, the people of Liptenberg starved.  Their granary was sabotaged with water by a gibbering, ashen-faced madman and their only food source rotted, spreading death and disease.  By springtime the undead had withdrawn their forces, but the city was burned to prevent the spread of the Grain Plague.  Green flames rose high above their towers, and smoke could be seen for miles.

Wraiths rarely interact with other undead.  They will, of course, carry out the will of their Lich overlords, but in general Wraiths keep their own council and consider the daily concerns of the lesser undead far beneath them.  They may tolerate a few Skeleton warriors or courtiers as minions, but mainly keep these as a nostalgia for their former lives.  Wraiths think of most undead as a nuisance and think nothing of obliterating them.

Wraiths must answer the call of their masters, be they Demon, Lich, or dark God.  Those who serve the same master will join forces when called upon.  Wraiths commencing to war ride upon the steeds they rode in life, typically horses, Wargs, or Gryphons.  Wraith Captains lead small companies of Wraiths, and Wraith Kings command not only these companies, but evil battalions of living soldiers.

Special Tactics

Unless they are at war, Wraiths are usually encountered in their lairs.  This gives them a distinct advantage in combat.  As noted above, simply entering a Wraith’s domain incurs a Save vs. Haunting.  A Wraith’s lair may contain deadly traps, secret entrances and exits, and will always be a grim and ancient place that inspires fear.

Wraiths use their Special Abilities and their minions to frighten, dissuade, and kill less powerful enemies.  They cast their necromantic spells and use their Wraith blades only when in direct combat with opponents who pose a real threat.  They will immediately attempt to destroy any Clerics or Paladins within their domain, however they can.

On the rare occasions when Wraiths go abroad, they almost never do so alone.  They are typically accompanied by minions, troops, or other Wraiths.  They do not haphazardly attack adventures, settlements, or fortified positions, but enter into combat thoughtfully, with clear objectives in mind.  They are familiar with high-level tactics and siege warfare.

Wraiths are cold and effective bargainers.  They are difficult to deceive and make concessions only when doing so is clearly in their best interest.  Wraiths are most willing to bargain with powerful Clerics, or with the leaders of strong armies.

Special Units

Wraith King or Wraith Queen.  These powerful Wraiths were Kings or Queens in life.  In death they have an imposing presence, both dignified and terrible.  Their bearing is such that anyone within 50′ of a Wraith King or Queen must Save DC 15 WIS or become Frightened.  They occupy haunted castles, abandoned cities and temples, and large territories within the Undermere.  They command 1d6 Wraith Captains, and armies of 50-1000 living troops.  Wraith Kings and Queens cast spells as 10th-level Necromancers.  AC 22.  HP 160.

Wraith Captain.  In life these Wraiths were often Warrior Mages, sometimes of great renown.  They act as captains, royals, and nobles in the court of Wraith Kings or Queens, inhabiting quarters within the same castle, temple, or keep.  They are horrible to behold and anyone within 30′ of a Wraith Captain must Save DC 12 WIS or become Frightened.  Wraith Captains may command companies of 1d6 Lesser Wraiths, see entries for Wraith in the core rulebooks.  They cast spells as 8th-level Necromancers. AC 20.  HP 120.

Hermit Wraith.  These lone Wraiths inhabit smaller ruins such as remote keeps and towers.  They may be fallen Wraith Kings or Wraith Captains, defeated in battle and cast from the inner circle of their dark lord.  They tend to be particularly murderous and spiteful, and have no minions.  They may be ancient, speaking only in forgotten tongues, or referencing events outside even the memories of Elves.  They cast spells as 7th-level Necromancers.  AC 18.  HP 80.

Faded Wraith.  These ancient Wraiths serve masters whose power has begun to wane.  Faded Wraiths have a ghost-like appearance and their form flickers in and out.  They may be spotted on the far side of a dark field at night, then suddenly appear at close range.  Faded Wraiths have begun to lose their own abilities, and their mere presence does not inspire fear as does a Wraith King’s or Wraith Captain’s.  They possess a deep well of ancient knowledge, and may be more willing to treat with the living.  They will also switch masters if they can, in order to regain their former glory.  If an audience with a greater Demon, Lich, or dark God is a possibility, Faded Wraiths will do everything in their power to achieve it.  Faded Wraiths cast spells as 5th-level Necromancers.  AC 15.  HP 55.

Special Abilities

Hollow Stare.  (All but Faded Wraith.)  The mere presence of some Wraiths inspires Fear.  The direct stare of a Wraith can cause Terror.  Terrified creatures immediately flee in the most direct route away from the object of their Terror at full speed for 1d6 rounds.  They are at Disadvantage on all Saves and Ability Checks during this time.  Twice per combat, Wraiths may target individuals with their Hollow Stare.  Targets of the stare must Save DC 15 WIS or become Terrified.

Hiss of Death.  (Wraith King and Wraith Captain only.)  The evil voice of a Wraith can command the death of many lesser beings.  Once per combat, Wraiths may use their Hiss, directed either at a group, or at an individual.  If the Hiss is directed at a group it deals 6d6 damage to all within a 50’x50′ square, DC 16 WIS Save for half damage.  If directed at an individual it deals 8d8 damage to one creature, DC 18 WIS Save for half damage.

Blighted Limb.  Once per combat, a Wraith may use a touch attack to blight an opponent’s limb.  Upon a successful hit, the victim must Save DC 16 CON or suffer -2 DEX, -2 STR, and -15 to Speed until they complete a long rest.

Extinguish Light.  Twice per night, Wraiths may extinguish all magical and non-magical light sources within 100′.  Those who have had their lights extinguished (and have lived to tell the tale) report an icy breeze, even indoors, followed by terrifying blackness.

Weaponry

Melee 1.  Wraith Blades.  These blades glow with an evil light.  Wraith blades function as +3 weapons. On a successful hit, good creatures must Save vs. Withering DC 16 CON or lose 2 STR until they complete three days of bed rest. This effect is cumulative with each hit.

Wraiths do not use missile weapons.  For ranged attacks they employ their spells, or command their minions.

Movement

Run.  Excellent.  Wraiths move faster than Humans, ignore obstacles and rough terrain, and do not tire.

Climb.  n/a.  Wraiths can levitate, and do not climb.

Swim.  Terrible. Wraiths are weakened by water and detest being submerged.

Burrow.   n/a.  Wraiths do not burrow, but can pass though solid stone in their ethereal form with a Speed of 20.

Fly.  Average.  Wraiths cannot technically fly, but have a levitate Speed of 20.

Grudges

Wraiths abhor the living, especially those races who opposed their native kingdoms in life.  The long-lived race of Elves is hated by most Wraiths, even those who were themselves Elves in life.  Dwarves are commonly hated as well, to a lesser extent.  Powerful Clerics are despised and sometimes feared, for obvious reasons.  The presence of a potent Cleric is one of the few things that can quickly bring a Wraith to the bargaining table, or cause one to reverse course.

Wraiths look down upon common folk, and sometimes ignore them altogether.  For living lords, nobles, and heroes they feel spite.  Most mortals quake in fear in the presence of a Wraith.  One of the quickest ways to gain a Wraith’s full attention is to be unafraid.  Unfortunately, this is also the quickest way to incur their full wrath.

In battle, Wraiths single out those of their own status.  A Wraith King will attempt to break and defeat the living King of an opposing army, killing him in full view of his troops, and desecrating his body, if possible.  Wraiths revel in the dejection of their defeated enemies.

Rarely, Wraiths grant audience to those of status who treat them with respect.  They may share their ancient knowledge with powerful Mages, Clerics, or heroes when they have something to gain, or as part of a larger bargain.

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  1. Teleon, Feolain, Luhan were tall and noble Kings in their day, before they were turned by the great Lich Teferenz Magus toward the end of their lives. After death, they rose from their graves and slew the members of their former courts. Their castles and the lands surrounding them stood empty and fallow for over 200 years, until the Dwarven hero Korzborn Ironmane slew the Kings in open battle during the War of Hammer River in 956.