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Deathwisp

Medium · Undead · CR 7 · Neutral Evil

Source. Tome of Beasts
Armor Class
15
Hit Points and Hit Dice
82 (11d8+33)
Challenge Rating CR
7

Ability Scores

Core attributes and their modifiers.

STR
6
-2
DEX
20
+5
CON
16
+3
INT
18
+4
WIS
16
+3
CHA
20
+5

Overview

Category Monsters
Size Medium
Type Undead
Alignment Neutral Evil
XP 2900
Initiative Bonus +5

Movement

Fly 60 ft (18.3 m)
Hover Yes

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 16

Saving Throws

Dexterity +8 Constitution +6 Wisdom +6

Skills

Perception +6 Stealth +8

Languages

the languages it knew in life

Resistances & Immunities

Damage Immunities
necrotic, poison
Damage Resistances
acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Flicker

The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage.

Incorporeal Movement

The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object.

Shadow Jump

A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments.

Sunlight Sensitivity

While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Unnatural Aura

Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check.

Actions

Create Deathwisp

The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time.

Life Drain

+8 to hit, reach 5 ft (1.5 m). Hit: 7d8 necrotic damage.

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

About Deathwisp

Deathwisp is a medium undead with a Challenge Rating of 7. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 15 and possesses 82 hit points (derived from 11d8+33).

Deathwisp has communication capabilities including the languages it knew in life. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Deathwisp

2 tips available

When using Deathwisp in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.
  • Incorporeal Movement: This creature can pass through objects and walls! Use 'Magic Circle', 'Forcecage', or other magical barriers. Physical obstacles are ineffective.

Player Guide: Facing Deathwisp

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.
  • Hit Incorporeal Creature: This creature can pass through objects! Use magical weapons or spells. Physical attacks may not work. 'Magic Missile' or 'Spiritual Weapon' are effective.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 7.

Solo Encounter:

A single character of level 10 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 5,600 XP
  • Hard: 8,400 XP
  • Deadly: 11,200 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Deathwisp?
Deathwisp has a Challenge Rating of 7, making it appropriate for parties of level 7.0.
What type of creature is Deathwisp?
Deathwisp is a Medium Undead, which affects how certain spells and abilities interact with it.
What languages does Deathwisp speak?
Deathwisp can communicate in the languages it knew in life.

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