Incorporeal Movement. The 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.
Moonlight Dance. Each creature within 60 feet of the wraith that can see it must succeed on a DC 15 Wisdom saving throw or become charmed, joining the wraith in its maddening dance. The creature is free from the enchantment if it takes any damage. Each hour passed dancing, the creature gains one level of exhaustion. A charmed target can repeat the saving throw each hour, with disadvantage if the wraith is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the nightwraith's Moonlight Dance for the next 24 hours.
Sunlight Hypersensitivity. The wraith takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.
Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 28 (5d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction last until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Deathly Projection (2/Day). The wraith creates 3 (1d4 + 1) duplicates specter of itself that appear in an unoccupied spaces within 30 feet of it. It can also turn invisible until it attacks, either before or after it creates the specters. The wraith regains hit points equal to the damage inflicted by the specters.
Description
Nightwraith
When the sun sets, the fields become the domain of midnight demons who draw their power from moonlight. Dark as the night itself and filled with grief, they roam the fields lit by silver light. Woe to those who are spotted by a nightwraith.
Born of Grief. Some say you should fear a nightwraith as much as you should pity it. Nightwraiths exude an immense sadness, coupled with an helpless wrath. One can feel instantly the profond distress coming from the wraith, pouring out of it like a well of endless despair. The story of a nightwraith is always a tragic one, they were killed by loved ones, betrayed by a close friend or the victim of an hideous plot. Some legends say you can put a nightwraith to rest by avenging it, bringing its tormentor to justice or making their killer weep for them sincerely on their grave. The truth is, nothing is ever so easy.
Nocturnal. Like noonwraiths, nightwraiths are mostly found in rural areas and only a handful of cases involving a nightwraith have been reported in cities. Travelers fall victim to them most often, but if legends are to be believed they also sneak into huts at times and murder peasants in their sleep. Do not believe the old wife tales and think yourself completely safe from nightwraiths during the day. They appear under the light of the sun as well, but are much weaker then than after dusk. Nightwraiths are, like most wraith, drown to the site of many deaths and their presence increase near battlefields or mass graves.
Optional: Wraith Rejunevation
Often, simply destroying the physical form of a wraith isn't enough to get rid of it permanently. Most wraith haunt a specific location and sending them to their final death will require some extra work. If destroyed, a wraith will regain all its hit points in 24 hours, unless prevented to in the following ways:
Nightwraith. Reforms at the place of its haunting unless a dispel evil and good or greater restoration spell is used on its remains and its bones are splashed with holy water and then burned.
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