Glowing eyes pierce the shadows as an incorporeal figure emerges. Without legs, it floats forward, skeletal hands reaching out. Its face, a grinning rictus, anticipates its next kill. The undead entity, a chilling specter from nightmares and ghost stories, exudes an eerie aura, casting a bitter chill down your spine as it advances from the forbidding darkness.
A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.
Vile Oblivion.
When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life.
Bereft of Body.
A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog.
A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become.
Undead Commanders.
A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die.
Environment:
Apparitions are vengeful spirits, tethered to the mortal realm by unresolved grievances and seething resentment. đŤď¸ These spectral entities drift through the world, their translucent forms radiating an aura of rot and ruin that withers life and beckons the undead. Driven by unfinished business and fueled by rage, they are both a haunting tragedy and a deadly menace, their presence chilling the soul as surely as it blights the land. In any campaign, apparitions are poignant and perilous, their lingering emotions and decaying influence weaving tales of sorrow, vengeance, and redemption.
Apparitions manifest as ghostly figures, their translucent bodies shimmering with an eerie, sickly glow. đ¤ Often, they resemble their living selves, but their forms are warped by resentmentâeyes burning with malice, features contorted in anguish, or limbs trailing into wisps of shadow. A knightâs apparition might clutch a spectral blade, while a betrayed loverâs form drips with illusory tears. Their ethereal nature allows them to glide through walls and hover above the ground, untouchable by mundane weapons yet vulnerable to holy light or radiant magic that sears their corrupted essence.
Game Masters can tailor an apparitionâs appearance to reflect its storyâa merchant with coins spilling from spectral wounds, or a child clutching a broken toy. Their visual distinctiveness sets the tone for encounters, hinting at the emotions and events that bind them.
Wherever an apparition lingers, the world sickens. đ Plants wither to brittle husks, wood warps and rots, and the air turns cold and heavy with a stagnant, graveyard chill. This tangible aura of decay is unmistakable, marking their haunts with blackened earth or crumbling stone. The presence of an apparition draws undeadâshambling zombies or wailing spiritsâamplifying the danger of their domain, while living creatures suffer, their vitality sapped by the oppressive miasma.
GMs can use these signs to build dread, with players noticing wilting crops or rancid water as clues to an apparitionâs influence. The decay can escalate with the apparitionâs rage, turning a haunted manor into a rotting labyrinth or a village into a necrotic wasteland, creating dynamic environments for exploration or combat.
Apparitions are bound by unresolved tasks from their lives, their spectral existence a desperate bid to complete what death denied them. âď¸ A warrior might seek vengeance for a betrayal, haunting their killerâs lineage; a guardian might protect a lost treasure, unable to rest until itâs safe; a parent might linger to fulfill a broken promise to a child. These goals drive their actions, and resolving themâthrough aid, trickery, or forceâcan lay an apparition to rest, freeing its soul from torment.
Understanding an apparitionâs purpose is key to confronting it. Some can be reasoned with, their rage soothed by fulfilling their desires, while others are too consumed by hatred to negotiate. GMs can craft unique tasks tied to the campaignâs loreâa forgotten oath to a fallen god, or a love letter never deliveredâmaking each apparition a narrative puzzle that rewards empathy or cunning.
An apparitionâs heart burns with intense emotionsâgrief, betrayal, or unquenched wrathâthat fuel its spectral might. đĄ In combat, they unleash this rage, hurling necrotic blasts, draining life with a chilling touch, or summoning decayed remnants of their past to fight. Their ethereal forms shrug off physical blows and necrotic forces, but holy relics, radiant spells, or artifacts tied to their lifeâlike a betrayerâs dagger or a loverâs locketâcan pierce their defenses, unraveling their essence.
Their emotions also shape their behavior. A sorrowful apparition might plead for aid, while a vengeful one hunts relentlessly. Players who discern these feelingsâthrough investigation or magicâcan turn the tide, calming the spirit with empathy or provoking it to reckless fury. GMs can use this emotional core to create dynamic encounters, where combat blends with roleplay, and understanding the apparitionâs pain becomes as crucial as striking it down.
Apparitions are more than spectral foes; they are echoes of lives left incomplete, their decay a mirror to their inner torment. đď¸ In a campaign, they serve as haunting mysteries, their haunts revealing forgotten sins or buried truths. Players might aid an apparition to free a cursed village, battle one to claim its guarded relic, or uncover its story to prevent a greater evil. Their origins can anchor to any settingâa scorned priest in a desecrated temple, a sailor lost to a storm-haunted reef, or a rebel executed in a tyrantâs dungeonâoffering GMs endless ways to enrich their world.
In realms like Zin, where ancient grudges linger, apparitions might drift through war-scarred ruins, their rot seeping into the landâs wounds. To face an apparition is to grapple with the pastâs weight, a challenge that tests compassion as much as courage. Heroes who resolve an apparitionâs pain may bring peace to a haunted place, but those who falter risk falling to the decay that follows in its wake, forever marked by the specterâs wrath. đď¸âđ¨ď¸