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 Resistance. The wraith has advantage on saving throws against spells and other magical effects.
Multiattack. The wraith makes two attacks with its chains.
Spectral Chains. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) necrotic damage. The target is grappled (escape DC 14) if the wraith isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) necrotic damage at the start of each of its turns. The target must succeed on a DC 13 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.
A humanoid slain by this attack rises 24 hours later as a zombie under the wraith's control, unless the humanoid is restored to life or its body is destroyed. The wraith can have no more than twelve zombies under its control at one time.
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 specter under its control at one time.
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