Medium Undead, Chaotic Evil
Armor Class 13
Hit Points 45 (7d8 + 14)
Speed 0 ft., fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
14 (+2)
INT
7 (-2)
WIS
12 (+1)
CHA
13 (+1)
Damage Resistances Cold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 11
Languages the languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

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.

Negative Energy Aura. Creatures within 5 feet of the shade can't regain hit points.

Shadow Shroud. As a bonus action, the shade magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to a space it can see. It can also turn invisible until it attacks, either before or after it teleports. If the shade takes radiant damage, this trait doesn't function until the end of the shade's next turn.

Shade Weaknesses. The shade has the following flaws:

Repelled by Salt. The shade can’t willingly pass a line of salt by nonmagical means. If the shade tries to use teleportation to do so, it must first succeed on a DC 15 Charisma saving throw. Whether or not the attempt is successful, the shade takes 9 (2d8) radiant damage.
Sunlight Hypersensitivity. The shade takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.

Actions

Multiattack. The shade makes two melee attacks.

Annihilating Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) necrotic damage. If the shade had advantage on the attack roll, the attack deals an extra 9 (2d8) necrotic damage.

Description

 

Shade

Endless Pain. Shades suffer endless, indescribable pain, impossible to imagine for the living. When a person is killed by a powerful burst of necrotic energy, their soul may be torn apart by the vile magic of necromancy, reaped by horrible spells such as finger of death or Abi-Dalzim’s horrid wilting. Apart from such circumstances a shade is otherwise created when a humanoid is slayed by an especially vicious wraith or after enduring bloodcurdling tortures. Shades are filled with anger and a sense of having been wronged, they both envy the living and brim with overwhelming hatred for them. It is excessively difficult to recognize who they were, for they appear like shrouded figures that radiate negative energy. Like other ghost and specters, they are immaterial and usually have no memories and are guided strictly by madness and their hatred towards the living.

Touched by Death. Shades are usually found at night, for sunlight harms them greatly. They congregate like moth around a flame to places touched by death, especially desecrated ground and shadow crossings leading to the Shadowfell. Getting rid of a shade is no easy task, for even if its form is destroyed it will reform shortly after. To end the mad specter once and for all you must first find its remains. To make certain that the shade will never return, spread a pound of salt on the remains and set the corpse on fire. Salt otherwise can be used as a powerful supernatural cleanser against shades, preventing them to cross a line traced with it.

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:

Shade. Reforms at the place of its haunting unless its remains are covered by at least a pound of salt and then burned.

 

EleKTriiK

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