Void Touched
Teleportation. Instantaneous movement to a visible location.
medium aberration, neutral evil
D&D 5.5 / SRD 5.2
Teleportation. Instantaneous movement to a visible location.
Running the encounter
Appearance & presence
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
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
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
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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