Incorporeal Movement. The bog wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Swampwalk. While in a swamp, bog, or similar environment, the bog wraith can move through creatures and objects as if they were normal terrain. Additionally, when the bog wraith moves through a creature's space while within the swamp, it deals 12 (2d8 + 3) necrotic damage.
Life Drain. Melee Weapon Attack: +6 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.
Create Bog Specter. The bogwraith targets a corpse within 10 feet of it that has been dead for no longer than 1 minute and died violently within the swamp. The target's spirit rises as a bog specter in the space of its corpse or in the nearest unoccupied space. The bog specter is under the bog wraith's control, and its attacks and abilities deal poison damage. The bog wraith can have no more than seven bog specters under its control at one time.
Lair and Lair Actions
On initiative count 1 (losing initiative ties), the bog wraith takes a lair action to cause the following effect:
- A mist of black vapor crawls its way out from the depths of the swamp and swirls around creatures in the area. Pools of water that the bog wraith can see within 60 feet of it writhe with black, pungent mist in a 20-foot-radius sphere that threatens to choke any who breathe in its vapors. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Constitution saving throw or become violently ill, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the mist takes 3 (1d6) poison damage and is poisoned until they leave its radius.
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