Rift Wretch

medium aberration, neutral evil

D&D 5.5 / SRD 5.2

Challenge 8 (3,900 XP)

Available with DM subscription
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
6 (-2)
WIS
10
CHA
14 (+2)

Defense

Armor Class
16 (natural)
Hit Points
90 (12d8+36 +3)
Speed
30 ft.

Proficiencies & Senses

Saving Throws Strength, Constitution
Skills
Stealth +4, Perception +3
Senses
darkvision 120 ft.
passive Perception 13

Characteristics

Damage Vulnerabilities
—
Damage Resistances
force
Damage Immunities
necrotic
Condition Immunities
prone
Languages Undercommon

Traits and Actions

Void Touched

Trait
Prone Custom
Teleportation Custom
The wretch is immune to the Prone condition. When it takes force damage, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see.

Teleportation. Instantaneous movement to a visible location.

Multiattack

Action
The Rift Wretch makes two Claw attacks.

Claw

Action
Grappled Condition
Saving Throw Custom
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 2d6+4 slashing damage. If the target is Medium or smaller, it must succeed on a DC 15 Strength saving throw or be Grappled (escape DC 15). The wretch has only one grapple at a time.

Dimension Door

Action
Dimension Door Spell
The wretch casts Dimension Door without components. Once per long rest.

Drag into Rift

Bonus Action
Force Damage Custom
Random Direction Custom
If the wretch is grappling a creature, it moves that creature up to 15 feet toward a rift or hazardous area. If the dragged creature enters a rift (defined by GM as a void hazard), it takes 4d6 force damage and is teleported 30 feet in a random direction (determined by rolling d8 for cardinal/intercardinal directions). This ends the grapple.

Void Shift

Reaction
Reaction Custom
When the wretch takes force damage, it can use its reaction to teleport up to 30 feet to an unoccupied space it can see.

Running the encounter

Combat Behavior

Combat Style

Aggressive grappler. Uses Multiattack to secure a grapple, then uses Bonus Action to drag victims into environmental hazards or rifts. Uses Dimension Door to reposition if isolated or to escape when heavily damaged.

Appearance & presence

Monster Description

The Rift Wretch is a horrifying manifestation of spatial instability, appearing as a humanoid silhouette constructed from swirling, viscous black mist and jagged fragments of pale bone. These skeletal shards do not form a solid exoskeleton but rather float within the dark vapor, rotating slowly around a central core of absolute nothingness. Its face is a hollow void, devoid of features save for two piercing, amethyst-colored eyes that glow with malevolent intelligence.

When it moves, the air around its limbs distorts like heat haze, creating visual trails that linger for seconds after the creature has passed, leaving observers disoriented and nauseous. The wretch stands approximately seven feet tall, though its height seems to fluctuate depending on the observer's perspective due to the warping effect of its presence.

Its arms are elongated, ending in claws made of condensed force and sharp bone that leave glowing purple residue on surfaces they touch. The movement of a Rift Wretch is unsettlingly smooth; it does not walk so much as glide, its feet barely seeming to make contact with the ground until the moment it strikes. It emits no footsteps, only a low, resonant hum that vibrates in the chest cavity of nearby creatures, accompanied by the sound of tearing fabric when it uses its dimensional abilities.

To those with Arcana proficiency, the creature smells faintly of ozone and rotting lilacs. Its skin-like mist occasionally pulses with internal lightning, casting erratic shadows that move independently of light sources. The overall impression is one of profound wrongness, as if reality itself has been punctured and is bleeding into the material plane.

Instincts & motives

Monster behavior

Rift Wretches are solitary predators driven by a compulsive need to feed on the kinetic energy of living beings trapped in their dimensional anchors. They lack complex social structures or communication beyond predatory grunts and telepathic bursts of confusion directed at prey. Their primary motivation is securing victims to drag into localized rifts, which serve as both feeding grounds and escape routes. They are cunning ambush hunters, utilizing stealth to position themselves near environmental hazards before striking.

Upon encountering intruders, a wretch will immediately attempt to isolate the weakest link in the party, preferring spellcasters or lightly armored fighters who cannot easily break free from its grip. If overwhelmed or facing significant resistance, they employ hit-and-run tactics, using their reaction-based teleportation to evade attacks and reposition behind foes. They show no mercy and rarely retreat unless physically incapacitated or if their target escapes the immediate vicinity. Their aggression escalates if they perceive a threat to their current rift site, leading them to prioritize destroying obstacles over capturing prey.

Habitat & life cycle

Ecology

Rift Wretches inhabit areas where planar barriers are thin or broken, such as unstable ley line intersections, abandoned ritual sites, or the edges of void-touched dungeons. They sustain themselves by absorbing the life force and momentum of creatures dragged into their associated rifts, converting physical struggle into raw magical energy. In the absence of prey, they enter a dormant state, blending into the ambient magical static of their habitat. Biologically, they are aberrations born from failed experiments in planar travel or natural tears in reality caused by high-level magic misuse.

They have a symbiotic relationship with minor void spirits, which act as scouts, alerting the wretch to potential prey. Their life cycle is non-reproductive; new wretches form spontaneously when enough residual planar energy coalesces around a focal point of trauma or death. They are apex predators in these micro-habitats, feared even by other aberrations for their ability to manipulate space. Necrotic immunity allows them to thrive in decayed environments without succumbing to disease or corruption.

Origins & legends

History

The first recorded sighting of a Rift Wretch occurred during the collapse of the Obsidian Spire, a wizard's tower that attempted to pierce the veil between the Material Plane and the Shadowfell. The resulting explosion tore open a permanent scar in reality, and from this wound emerged the first wretches, hungry and confused. Over the centuries, they have become common hazards in regions plagued by planar instability, particularly in the ruins of ancient civilizations that dabbled too deeply in forbidden magic.

Local legends speak of 'The Dragging,' where travelers vanish near old battlefields, only to be found days later, miles away, traumatized and missing memories. In the context of 'The Codex of Flayed Whispers,' these creatures were inadvertently summoned by the cultists seeking to open the Vessel's Throne. Adventurers investigating the Solar's Sacrifice encounter them as guardians of the rift sites, remnants of the catastrophic ritual that shattered the local geography. Their presence serves as a warning that the barrier between worlds is dangerously fragile in this region.

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