Gloom-Wraith
Umbra animata / “Living Shadow” / “The Cold Touch”
“Gloom-wraith touched me. Felt my life drain. Felt corruption
enter. Escaped somehow. I’m infected now. Worth it to warn you: If you
see shadows move alone—run.”
—Dying survivor’s final words
Quick Reference
| Attribute | Details |
|---|---|
| Type | Rot-Beast (Incorporeal corruption entity) |
| Rarity | Rare (thankfully) |
| Habitat | Deep Hollow, worst corruption zones, absolute darkness |
| Danger Level | Extreme (CR 10-12, incorporeal nightmare) |
| Size | Human-sized (shifts and flows) |
| Corruption Stage | Stage 4+ (or pure Rot-energy—unclear) |
| Intelligence | High (malevolent, calculating) |
| Aggression | Extreme (attacks on sight, enjoys fear) |
| Lethality | Very High (life drain, instant corruption, hard to kill) |
| Incorporeality | Partial (phases through matter) |
Gloom-Wraith - Living
Shadow
Description
Gloom-wraiths are among the most terrifying Rot manifestations—shadow-like entities that phase through solid matter, drain life with a touch, and corrupt instantly. Whether they’re humans who’ve transformed beyond Stage 4 or pure Rot-energy given form is debated by scholars. What’s not debated is that encountering one means probable death.
The creatures appear as humanoid silhouettes made of living shadow—darkness that moves independently, flows like liquid smoke, and trails tendrils of absolute black. They have no solid form, no physical substance, yet they can touch and be touched (briefly, fatally). Their presence is marked by sudden cold, by shadows that move wrong, by a sense of dread so profound it paralyzes.
They don’t have faces—just vague humanoid shapes with glowing eyes (color varies: green, red, purple) that float in the darkness where a head should be. They don’t make sound when moving. They don’t breathe. They don’t leave footprints. They simply exist in the darkness, waiting for prey to wander close enough to touch.
What makes gloom-wraiths uniquely horrifying is their malevolence. Other Rot-Beasts attack from hunger or instinct. Gloom-wraiths attack from something worse—they seem to enjoy fear, to savor the moment before the kill, to drain life slowly rather than quickly. Survivors describe feeling watched, toyed with, hunted for sport. The wraiths could kill instantly but choose not to. That’s somehow worse.
Physical Characteristics (If They Can Be Called Physical)
Appearance
Form: - Humanoid silhouette - Made of shadow/darkness - No solid substance - Flows like smoke - Constantly shifting
Size: - Human-sized (2m tall) - Can compress or expand - Shifts moment to moment - No fixed dimensions
Eyes: - Glowing (green, red, or purple) - Float where head should be - No pupils or iris - Track movement - Only “solid” part
Tendrils: - Trail from body - Darkness made tangible - Reach and grasp - Dissolve and reform - Weapons and sensors
Substance: - Shadow-like (not literal shadow) - Cold to touch (freezing) - Partially incorporeal - Leaves no residue - Dissipates when killed
Abilities and Powers
Incorporeality
Phase Through Matter: - Pass through walls, floors, objects - Not completely incorporeal (can be touched) - Selective solidity - Enables ambush from anywhere
Immunity to Physical Weapons: - Swords pass through - Arrows ineffective - Blunt force useless - Only special weapons work
What Harms Them: - Fire (burns them somehow) - Light (sunlight especially) - Holy power (constellation blessings) - Magical weapons (if they exist)
Life Drain
The Touch: - Contact drains vitality - Victim feels cold, weak, exhausted - Aging effect (temporary or permanent?) - Can kill through prolonged contact
Mechanism: - Unknown (steals life force?) - Victims describe “feeling empty” - Survivors never fully recover - Some age years in minutes
Effects: - Exhaustion (immediate) - Weakness (hours) - Aging (days to weeks) - Death (if drained completely)
Instant Corruption
Touch Infects: - Contact = Stage 1 corruption immediately - Bypasses normal progression - Rapid onset - Difficult to treat
Mechanism: - Wraith is concentrated Rot - Direct transfer - Overwhelming dose - System can’t resist
Survival: - Immediate treatment (minutes matter) - Sanctification (clergy) - Alchemical purification - Often too late
Shadow Travel
Teleportation: - Move between dark areas instantly - Range: Unknown (100m+) - No travel time - Appears without warning
Requirements: - Darkness at both ends - Line of sight? (Unclear) - Seems unlimited
Tactical Use: - Ambush - Escape - Pursuit - Impossible to corner
Fear Aura
Presence: - Induces profound dread - Paralyzing fear (some victims) - Rational thought difficult - Courage checks required
Range: 10-20 meters
Effect: Varies (some resist, some freeze)
Purpose: Psychological warfare (it enjoys fear)
Encounter and Survival
Warning Signs
Before Appearance: - Temperature drops (suddenly, dramatically) - Shadows move wrong (independent of light) - Sense of being watched - Dread (instinctive, profound) - Whispers (faint, Voice Beneath)
During Encounter: - Darkness deepens - Cold intensifies - Shadows coalesce - Eyes appear - Too late to run (usually)
Survival Tactics
Prevention: - Avoid deep corruption zones - Carry light sources (multiple) - Travel in groups - Stay in lit areas - Don’t investigate strange shadows
If Encountered: - Light (maximum brightness) - Fire (if available) - Holy symbols (minor help) - Run toward light - Pray desperately
Fighting: - Only if no choice - Fire essential - Holy power helps - Physical weapons useless - Expect casualties
Escape: - Run to light (they avoid it) - Drop darkness sources (torches out = death) - Don’t look back - Don’t stop - Pray you’re fast enough
Origins and Nature
Theories
Stage 4+ Transformation: - Humans who corrupted beyond recognition - Lost physical form - Became living shadow - Consciousness remains (malevolent)
Pure Rot-Energy: - Not transformed beings - Manifestations of Rot itself - Given form by Voice Beneath - Never were human
Spirits of the Corrupted: - Souls of those consumed by Rot - Trapped between life and death - Malevolent from suffering - Seeking company in damnation
Truth: Unknown (no one studies them long enough to find out)
The Consciousness Question
Are They Aware? - Behavior suggests intelligence - Tactical, calculating - Seem to enjoy fear - Malevolent intent clear
Were They Human? - If so: Horror (transformation is this complete) - If not: Horror (Rot creates intelligent entities) - Both options are nightmares
Related Topics
- The Hollow - Primary habitat
- The Rot - Source
- Stage 4 Corruption - Possible origin
- The Voice Beneath - Possible controller
- Incorporeal Entities - Nature
In-World Documents
Clergy Warning
GLOOM-WRAITH PROTOCOL
If shadows move independently: - Assume gloom-wraith present - Maximize light immediately - Gather group (don’t separate) - Prepare holy symbols - Pray
If it appears: - Do not let it touch you (life drain + corruption) - Fire is only reliable weapon - Physical weapons useless - Flee toward light
If touched: - Seek clergy immediately (minutes matter) - Corruption begins instantly - Life drain permanent - Treatment difficult
Survival rate: 20%
Prevention is only real defense.
Final Testament (Found on corpse, 285 S.)
To whoever finds this:
Gloom-wraith got me. Touched me. I’m dying.
Felt my life drain away. Felt corruption enter. Felt cold like I’ve never known.
I’m writing this while I still can. While I’m still me.
It’s in the ruins ahead. In the darkness. Waiting.
Don’t go there. Please.
It’s not worth it. Nothing is worth facing that thing.
I’m cold. So cold.
Tell my family I—
[Writing ends]
“Gloom-wraiths are proof that corruption doesn’t just transform
bodies—it transforms reality itself. They’re shadows made solid,
darkness made deadly, fear made manifest. They shouldn’t exist. Physics
says they can’t. Yet they do. They hunt. They kill. They corrupt. And
they’re nearly impossible to stop. If you see one, you have two choices:
flee or die. There is no third option. Choose wisely. Choose quickly.
Because gloom-wraiths are patient, and they’re very, very good at what
they do.”
—From Bestiary of Horrors