Large undead, neutral evil

Armor Class 14
Hit Points 123 (19d10 + 19)
Speed 0 ft., fly 40 ft.

14 (+2) 19 (+4) 13 (+1) 12 (+1) 16 (+3) 10 (+0)

Saving Throws Dex +7
Skills Perception +6, Stealth +7
Damage Vulnerabilities radiant
Damage Resistances acid, fire, thunder; bludgeoning, piercing, slashing from nonmagical weapons
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses blindsight 120 ft., passive Perception 16
Languages the languages it knew in life
Challenge 7 (2,900 XP)


  • Darkness Incarnate. The wrathborne has advantage on Dexterity (Stealth) checks while in dim light or darkness.
  • Incorporeal Movement. The wrathborne 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 an object.
  • Innate Spellcasting. The wrathborne’s innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Shadow Stealth. While in dim light or darkness, the wrathborne can take the Hide action as a bonus action.
  • Sunlight Hypersensitivity. The wrathborne takes 10 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.


  • Multiattack. The wrathborne makes four umbral touch attacks.
  • Umbral Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its next turn.


  • Shadow Phase (Recharge 6). If the wrathborne is targeted by a melee weapon attack from a creature within 5 feet of it that can see it, the wrathborne can make a DC 15 Dexterity saving throw. On a successful save, the triggering attack misses and the wrathborne can teleport to any space it can see within 30 feet.


Wrathborne are the unearthly manifestations borne of the death of a particularly vile or vengeful mortal creature. Such a fate only befalls creatures who have committed the most heinous of crimes – wanton destruction, murder of innocents, torture, or other similar atrocities. If the spirit of such a being is consumed with hatred, it may linger in the physical world and manifest as a dark embodiment of rage and hatred.

Wreathed in murky shadows, a wrathborne wanders silently through the darkness, awaiting an opportunity to unleash its wrath upon the living. These beings do not utter a single word, and even the most despairing of pleas do not sway them.

Essence of Darkness. Wrathborne are never observed when even a glimmer of natural sunlight is present, and are often found lurking in caverns, catacombs, or other places far from the light of day. During the black of the moon, they may emerge above-ground to seek the living, but natural sunlight dissipates their essence entirely. Firelight is engulfed by the shadow of the wrathborne, though magical light will keep the wrathborne at bay for a time.

Shadow Jumper. Being creatures of shadow, a wrathborne is able to shift its being away from a counterstrike, merging into shadow and shifting its location to anywhere nearby provided it is in darkness. Moments later they reappear to continue a relentless assault against their victim.

Undead Nature. The wrathborne does not require air, food, water, or sleep.

Section 15: Copyright Notice

Traps, Trammels, and Triggers Copyright 2021, Grim Press; Trevor Armstrong

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