Canoptek Wraith-Type
A phasing machine predator that ignores normal lanes.
Threat File — Canoptek Wraith-Type
TR 9 · NecronsProficiencies: Stealth +7
Senses: Sees normally in total darkness
Dimensional Destabilizer. The wraith moves through walls, floors, and cover as if they were absent and may end its move inside a defended position. It cannot end its move inside solid matter.
Phase-Slick Chassis. If the wraith moved through solid matter this round, attacks against it are made at Disadvantage.
Vicious Whip-Coils. The wraith makes two strikes. Melee Attack: +7 to hit, reach 10 ft., one target. Hit: 1d10 + 4 slashing damage. A target hit twice in the same turn is Grappled and Pinned.
Through-Wall Ambush. The wraith erupts from a surface adjacent to a target and makes one Vicious Whip-Coils strike with Advantage. The target gains no Defense bonus from cover until the start of the wraith's next turn; its cover is where the attack came from.
Drag Into the Stone. Once per scene, the wraith pulls a creature it has Grappled partway into a phasing surface: the target takes 3d10 bludgeoning damage and is held fast — Grappled and unable to move — until it or an ally frees it with a Strength check DC 15.
Phase Recoil. When the wraith takes damage, it may immediately slide 10 feet into or through an adjacent surface, releasing any creature it has Grappled.
Morale: Does not make Morale checks. It patrols, purges, and returns to the tomb walls when the intrusion metric reads zero.
Tactics: The wraith exists to invalidate the phrase 'we hold this room.' Attack from surfaces, retreat into them, and never approach along a lane the party can watch. Its counter is catching it in the open between phases — make the party earn that timing.
Loot / Evidence / Hooks: Its destabilizer core lets a fist-sized object pass through a bulkhead once before burning out; every guild of thieves in the subsector knows the rumor.
Enemy Dossier
GM ReferenceA Canoptek Wraith-Type is a tomb-guardian probe that treats walls as suggestions: a segmented machine serpent phasing through cover, floors, and the party's defensive plan. It kills intruders the way a filter removes contaminants.
Use this enemy when no position should feel secure — the thing that comes through the wall behind the barricade.
High durability, dimensional-phase movement through solid matter, strong melee, ignores cover and lanes entirely, no morale.
Dimensional Destabilizer. Moves through walls, floors, and cover as if they were absent; it may end its move inside a defended position.
Phase-Slick Chassis. While it moved through solid matter this round, attacks against it suffer Disadvantage.
Vicious Whip-Coils. Multiple fast melee strikes; a target hit twice in one turn is grabbed and Pinned.
Through-Wall Ambush. Erupts from a surface adjacent to a target: attack with Advantage; the target's cover is meaningless this round.
Drag Into the Stone. Once per scene, pulls a grabbed target partway into a phasing surface: heavy damage and the target is restrained until freed.
Morale: None; it patrols, purges, and returns to the tomb walls when the intrusion metric reads zero.
Tactics: The Wraith exists to invalidate the phrase 'we hold this room.' Attack from surfaces, retreat into them, and never approach along a lane the party can watch. Its counter is catching it in the open between phases — make the party earn that timing.
Full Stat Block Priority: Medium