Medium Undead, Neutral Evil
Armor Class 13
Hit Points 148 (8d12 + 100)
Speed 0 ft., Fly 60 ft.
STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
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., Passive Perception 12
Languages The languages it knew in life
Challenge 8 (3,900 XP)
Proficiency Bonus +3
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.

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

Magic Weapons. The wraith's weapon attacks are magical.

Actions

Multiattack. The wraith makes two attacks with its magical shortsword.

Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (1d6 + 4) slashing damage plus 1d6 necrotic damage.

Siphon. Ranged Spell Attack: +6 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 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.

Lantern. Ranged Spell Attack: +6 to hit, reach 15 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. If a humanoid target dies this way, it is immediately risen as a specter under the wraith's control.

Ethereal Jaunt. As a bonus action, the wraith can shift from the Material Plane to the Ethereal Plane, or vice versa.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.

Reactions

Flicker. When the wraith is about to receive damage from an attack or a spell, it can use its reaction to flicker between the material and ethereal planes. The wraith ignores all damage from the attack unless the source of the damage was on the border between the planes.

Legendary Actions

The wraith 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 wraith regains spent legendary actions at the start of its turn.

Create Specter. The wraith uses its Create Specter ability.

Shortsword. The wraith makes one attack with its shortsword.

Ethereal Deception (Costs 2 Actions). The wraith briefly vanishes into the ethereal plane (or the material plane if it's already in the ethereal plane), moves up to 10 feet, then reappears along with 2 illusory copies of itself in other adjacent spaces within 10 feet of the ability's point of origin. The illusions share its initiative and can only use the wraith's Siphon attack. An illusion dissipates upon receiving any amount of damage.

Habitat: Urban

Quindarian

Comments

Posts Quoted:
Reply
Clear All Quotes