Medium undead (greater revnant), neutral evil

Armor Class 16 (natural armor)
Hit Points 135 (18d8+54)
Speed 30 ft.

17 (+3) 15 (+2) 16 (+3) 16 (+3) 18 (+4) 18 (+4)

Saving Throws Intelligence +7, Wisdom +8, Charisma +8
Skills Deception +8, Intimidate +8, Insight +8, Perception +8, Persuasion +8; any relevant skills it possessed in life
Damage Immunities poison
Damage Resistances necrotic; bludgeoning, piercing, and slashing from non-magical weapons
Condition Immunities charmed, exhausted, frightened, poisoned
Senses darkvision 120 ft., passive Perception 18
Languages Elvish and any languages it knew in life
Challenge 12 (8,400 XP)

Special Traits

  • Embodiment of Despair. Any non-undead creature that moves to or begins its turn within 60 feet of the gloomwraith must succeed on a DC 17 Wisdom check or become frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature has disadvantage on these saving throws if it has more than one Mark of Woe. Once a target has made a successful save against this effect or the fear has been removed through magical means, it is immune to this power for the next 24 hours. The gloomwraith can activate or deactivate this aura on its turn without spending an action of any sort.
  • Lingering Spirit. When a gloomwraith reaches 0 hit points, its physical body is destroyed but the shadowy spirit remains. Its speed drops to zero, it regains 20 hit points, and it gains immunity to slashing, piercing, bludgeoning, fire, cold, and lightning damage. It cannot make slam attacks, but can continue to use Crushing Despair. It loses one hit point every minute until it is destroyed.
  • Woe-haunted Aura. Any creature that starts its turn within 30 feet of the gloomwraith must attempt a DC 12 Woe saving throw or suffer 1 point of spiritual damage. Any creature that dies within 2,000 feet of a gloomwraith adds +2 to its roll on The Dead Rise table (page 260). A creature killed by the gloomwraith itself adds +4 to its roll, instead of the usual +3 for being slain by one of the Dead. The gloomwraith can activate or deactivate this aura on its turn without spending an action of any sort.


  • Multiattack. The gloomwraith makes two slam attacks and uses Crushing Despair.
  • Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) bludgeoning damage. Special: If the target is frightened, this gloomwraith has advantage on the attack and regains 10 hit points if the attack hits.
  • Crushing Despair. The gloomwraith forces one living creature within 60 feet to attempt a DC 17 Wisdom save. On a failed save, the target takes 31 (5d10+4) psychic damage and 1d4 spiritual damage and is frightened; it takes half as much damage and is not frightened on a successful one. A creature with more than one Mark of Woe has disadvantage on this saving throw.


When certain immensely powerful undead (e.g., the Prince of Tears) place their mark on a mortal, that undead forms a connection to that creature and can then feed on their suffering. The longer the mortal resists, the stronger the bond becomes. Eventually the victim hears whispers offering a release from pain. This offer is a death sentence, and those who accept it become gloomwraiths-vessels for a fragment of that Malevolent’s power.

Cloaked in Cold Flesh. The corpse that houses a gloomwraith is preserved by the spirit within. Its skin is pallid and cold, but a casual observer could mistake it for a living creature. An active DC 15 Wisdom (Medicine or Perception) check discovers its true nature.

When the gloomwraith exercises its full power, this pretense of life falls away. Wisps of shadow extend from the gloomwraith’s skin, forming the outline of a misty elven figure. This shadowy aura is semi-tangible and shields the gloomwraith from physical attacks.

Puppet of the Prince. A gloomwraith is the hand of the Prince of Tears (or some other Malevolent). If the Malevolent has no immediate agenda, the gloomwraith defaults to going on a murderous rampage. But if there is work that can be done to further the Malevolent’s plans, a gloomwraith can act as a subtle agent. It might lead a cult, or sow fear and despair as a demagogue or doomsayer. The gloomwraith retains the memories of its former life and can pose as the mortal it once was, but it possesses an uncanny talent for manipulating peoples’ fears. Such a puppet might conceal its appearance with a mask and heavy clothing; such steps prevent a physical examination from revealing its true nature.

Undead Nature. A gloomwraith doesn’t require air, food, drink, or sleep.

Section 15: Copyright Notice

The Lost Citadel Ropleplaying, Copyright 2020, Green Ronin Publishing, LLC; Authors Keith Baker, Natania Barron, Jaym Gates, Jesse Heinig, Rhiannon Louve, Ari Marmell, Malcolm Sheppard, and C.A. Suleiman.

This is not the complete section 15 entry - see the full license for this page