Huge Undead, Chaotic Evil
Armor Class 16
Hit Points 159 (16d12 + 63)
Speed 40 ft., Climb 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
24 (+7)
INT
14 (+2)
WIS
18 (+4)
CHA
22 (+6)
Damage Vulnerabilities Radiant
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Tremorsense While in Lair., Truesight While in Lair., Passive Perception 14
Languages Understands all languages, speaks none.
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Light Vulnerability. The child of light is barred from any actions or legendary actions other than movement until it leaves light.

Legendary Resistance (3/Day). If the Child  of Fear fails a saving throw, it can choose to succeed instead.

Actions

Life Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Deafening Wail. AoE: 20ft Radius. The target must succeed a DC13 Con saving throw or take 16 (4d8) psychic damage, and become deafened until the beginning of the Child of Fears next turn. Half damag on a successful save.

Devour Whole. Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. Hit: Target creature falls prone and is paralyzed, any inspection of the body reveals them to be dead. Its soul is relocated to the interior of the Child of Fear, and the creature takes 12 (4d6) psychic damage every time it begins its turn in this manner. A successful DC15 Charisma save releases the soul and returns it immediately to its body. If the Child of Fear is in its lair, the target's body is immediately relocated to a different location in the lair. If a creature is reduced to 0 hit points by any of this damage, they can never return to their body and become a part of the Child of Fear, unable to be resurrected.

Reactions

Destroy the Light. The Child of Fear can snuff out one light source of its choice, either magical or mundane, including the Daylight spell.

Legendary Actions

The Child of Fear can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Child of Fear regains spent legendary actions at the start of its turn.

Move. The Child of Fear moves up to its half speed without provoking opportunity attacks.

Grapple. The Child of Fear can make a grapple attempt towards any creature within 10ft.

Bloody Wail. (Costs 3 Actions)AoE: 20ft Radius. The target must succeed a DC13 Con saving throw or take 12 (3d8) psychic damage, and become deafened until the beginning of the Child of Fears next turn. Half damage on a successful save.

Lair and Lair Actions

So long as a Child of Fear is within its haunted house, it gains the ability to use its lair options at the initiative 20 count. The house itself is an extension Child of Fear's will.

Shadow Walk. The Child of Fear may spend half its movement to relocate itself anywhere in the house, so long as another creature is not occupying the space.

Aspect of Fear. The Child of Fear can take on the appearance of any creature or object, and can even utilize the memories of those that died inside the home and of creatures within the house that still live. It's new form retains it's own stats and abilities. The Child of Fear can imitate any noise it wishes anywhere in the house, regardless of where it is located.

Absolute Darkness. The lair itself limits light sources to an extreme. Lights only extend to half distance, and dim light is nonexistent. Anything beyond the light is covered in darkness as if affected by the darkness spell. Even other sources of light.

Reshape. The internal structure of the house is a seperate plane of existence, and is capable of reshaping however it needs to suit the Child of Fear's goals. Doors may lead to nowhere or outright disappear, hallways may extend for seemingly prolonged periods of time. Anything is possible.

Habitat: Urban

Healzbad

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