ToT:Hallowjack-Wraith

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Hollowjack Wraith
Large Fiend (daedra), chaotic evil

Armor Class 14 (natural armor)
Hit Points 66 (12d10)
Speed 60 ft.

STR AGI END INT WIL PER
14 (+2) 16 (+3) 11 (+0) 5 (-3) 10 (+0) 6 (-2)

Saving Throws Agi +5, Wil +3
Skills {{{skills}}}
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, exhausted, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 10
Languages understands Daedric and Tamrielic but can't speak

Challenge 4 (1,100 XP)Proficiency Bonus +3
Immutable Form. The hollowjack wraith is immune to any spell or effect that would alter its form.


Magic Resistance. The hollowjack wraith has advantage on saving throws against spells and other magical effects.

Decapitate. If the wraith uses its longsword attack against a creature with 0 hit points, it decapitated them, killing them instantly.

Nightmare Steed. The wraith and its steed act as a single entity.
Actions
Multiattack. The wraith uses its Inflict Fear. It then makes two attacks: one with its hooves and one with its longsword.


Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

Inflict Fear. One creature of the wraith's choice that is within 60 feet of him and aware of him must succeed on a DC 15 Willpower saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the wraith's Inflict Fear for the next 24 hours.

Explosive Pumpkin (Recharge 5-6). The wraith throws a flaming pumpkin at a point it can see within 60 feet of it, which then explodes in a burst of flame. Each creature in a 10-foot radius of that point must make an Agility saving throw, taking 21 (6d6) fire damage on a failed save, or half damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.

Found In: Terrors of Tamriel