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.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 20 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.
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.
Lair and Lair Actions
The ancient sea wraiths were created when powerful yet cursed sorcerers died long ago at sea or on the coast. If the ancient sea wraith is destroyed it will return after D6 days, until its physical remains are found and destroyed by fire or are placed in a burial mound. The ancient sea wraith stays near its physical remains during the day and ascends from the deep to haunt the living during the night. An ancient sea wraith can not move more than 10,000 feet from its physical remains without taking injury; it will lose 1D6 HP at the beginning of every hour it is further away than this.
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