Large Undead, Neutral Evil
Armor Class 16 Natural
Hit Points 221 (22d10 + 110)
Speed 0 ft., Fly 60 ft. Hover.
STR
6 (-2)
DEX
23 (+6)
CON
20 (+5)
INT
19 (+4)
WIS
14 (+2)
CHA
15 (+2)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Darkvision 60 ft., Passive Perception 17
Languages Elvish Elvish.
Challenge 16 (15,000 XP)
Proficiency Bonus +5
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.

Faces of Terror. Any creature who targets the wraith with an attack or a harmful spell must first succeed on a DC 18 Wisdom saving throw or be frightened until the end of the creatures next turn.

Legendary Resistance (2/Day). If the wraith fails a saving throw, it can choose to succeed instead.

Forbiddance. The wraith can't enter a residence if it's owner has marked the main door with lamb's blood.

Actions

Multiattack. The wraith makes three spectral claw attacks.

Spectral Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) necrotic damage, plus 13 (3d8) psychic damage if the target is frightened.

Absorb Soul. The wraith chooses a living humanoid with 0 hit points that it can see within 5 ft of it. The target's soul is magically trapped inside the wraith, the wraith regains 20 hit points, immediately recharges its Death Grasp, and gains an additional action on it's next turn. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. The soul is freed if the wraith frops to 0 hit points, or the wraith frees it as an action, at which point the target's body reforms in an unoccupied space nearest to the wraith and in the same state as when it was trapped.

Death Grasp (Recharges 5-6). The wraith reaches into the body of a creature within 5ft of it. The target must make a DC 18 Constitution saving throw. On a successful save, the target takes 47 (6d8 + 20) necrotic damage. On a failed save, the target drops to 0 hit points.

Reactions

Attack of Opportunity.

Legendary Actions

Death Mark. The wraith targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed until the end of the wraith's next turn. Until the curse ends, the target is vulnerable to necrotic damage and can't regain hit points.

Teleport. The wraith magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Insanity (Costs 2 Actions). The wraith targets one frightened creature it can see within 60 feet of it. If the target can see the wraith, it must succeed on a DC 18 Wisdom saving throw against this magic or take 16 (3d10) psychic damage and gain a random form of short-term madness (roll on the Short-Term Madness table in chapter 8 of the Dungeon Master's Guide) for 1 minute. The target may repeat the saving throw at the end of each of its turns to end the madness.

Description

Cenokian wraiths, or simply cenokians, are spectral horrors of former necromancers and sorcerers that used the corrupting influence of necromancy to extend their lives beyond the mortal limit. In their hubris they have defied the god of death's authority by preventing the inevitability of their passing and continued to do so even in the afterlife. With no corporeal form to speak of, these men and women became wandering spirits, clad only in their death shrouds. As their grip on the world of mortals weakened, these vagrant souls were bound to be the eternal keepers of the cycle of life and death, reaping those that would attempt to escape their fate.

Lair and Lair Actions

  • A living creature touching the cenote must make a DC 18 Constitution saving throw, taking 54 (12d8) necrotic damage on a failed save, or half as much damage on a successful one.
  • If a creature dies while inside the lair, its soul is trapped in the cenote. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. A soul trapped in a cenote for 24 hours ceases to exist. The cenote key can be used to release any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the cenote and in the same state as when it was trapped.
  • Each cenote has a specific key that will open or close it. Each key is different - some demand certain genuine emotions to be felt, others ask for odd objects to be sacrificed or strange prayers to be said over the cenote. Those who bring the gate the proper key can close it for a hundred years or open it. Some keys are well known, while others are complete mysteries that need to be uncovered. There is no known way to destroy a cenote, at least not permanently, for it will always reform after 1d10 days.
  • If a cenokian wraith is destroyed while its cenote is open, it will re-forms in 24 hours in an unoccupied space nearest to the cenote with all its hit points, unless the cenote has been closed by that time.

Habitat: CoastalForestGrasslandMountainSwamp

Lord_Squooshy

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