Fearsome Presence. Any non-undead creature that starts its turn within 60 feet of the wraith must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened of the wraith for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to any eladrin’s Fearsome Presence for the next 24 hours.
Presence of the Void. When the void wraith hits with a melee weapon attack it deals 1d8 additional necrotic damage (included in the attack).
Multiattack. The wraith makes two longsword attacks.
Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands, plus 4 (1d8) necrotic damage.
Paralyzing Screach (Recharge 5-6). The wraith fills the air arround him with a terrible screach that fills his opponenets' hearts with fear. Every non-undead creature within 120 feet of the wraith must make a DC 16 Wisdom saving throw or become paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Parry. The wraith adds 3 to its AC against one melee attack that would hit it. To do so, the wraith must see the attacker and be wielding a melee weapon.
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