[Index]
Cypher Bestiary
Wraiths are formless, lingering spirits of malevolence bound to the world by an evil curse.
Health: 6
Damage Inflicted: 3 Speed
Armor: 1
Movement: Short while flying
Modifications: Stealth as level 5
Combat: A wraith's life-draining touch inflicts 3 Speed damage (ignores armor).
Wraiths also have the following traits.
GM Intrusion: The wraith's scream spectrally manifests as 4 more wraiths.
Bodiless beings of rage and loss, wraiths are often mindless, consumed by their condition. Other wraiths act according to the instructions of a greater evil binding them to existence. On occasion, wraiths recall their life and may respond to questions or seek to locate their loved ones or enemies. Wraiths may even attempt to finish tasks started in life. But in time, without physical substance to renew them (or thralldom to a greater evil or artifact), they become mindless monsters of destruction.
Wraiths usually don't remember their living names. Those tied to a sustaining evil or magical artifact might. These often have appellations gained over generations of interactions with the living. Options include: Zuramoth the Fallen, Lumakan the Mourner, Nagmar the Silent, Leanthe the Dream Stealer, The Bane of Skyforge, Gulmurzor the Woebringer, Xet the Child Taker, Renulmar the Hellrider, Ezwarhil Neckbreaker
In addition to their incorporeality, a particular wraith may have a notable feature.
| d10 | Standout Feature |
|---|---|
| 1 | Wields a spectral shepherd's crook |
| 2 | Wears an elaborate spectral crown |
| 3 | Figure always silhouetted by a spectral moon |
| 4 | Sopping wet; water runs from them in rivulets |
| 5 | Burns with a greenish flame |
| 6 | Wields a spectral rune-scribed greatsword |
| 7 | Legs are twining spectral serpents |
| 8 | Is a spectral hound |
| 9 | Wears spectral full plate armor |
| 10 | Clutches spectral spellbook |
Something evil forged the wraith. If that origin can be found and broken, killed, dispelled, demolished, or otherwise dispatched, the wraith fades for good.
| d10 | Origin |
|---|---|
| 1 | Summoned by a necromancer |
| 2 | Linked with a magical artifact such a crown, sword, six-shooter, staff, or ring |
| 3 | Haunts a buried treasure hoard (distributing the treasure ends the curse) |
| 4 | Structure that saw atrocity, such as an inn where every traveler was murdered in their sleep |
| 5 | Battlefield where bones lie unhallowed (giving a proper burial ends the curse) |
| 6 | Vehicle that saw atrocity, such as a ship, train car, or wagon hit by bandits |
| 7 | Memento from a murdered lover, such as a locket or pocket watch |
| 8 | Lantern (or other light source) that was the last thing they saw when murdered |
| 9 | Natural spring poisoned with insidious fungus, barrels of toxic mine waste, or magic |
| 10 | Desecrated temple or chapel |
Adventure Seed: The queen can't be crowned until the wraith haunting the former king's scepter is dispatched.
Adventure Seed: Something has changed about the village cemetery, and townsfolk are afraid to enter.