Medium Undead, Neutral Evil
Armor Class 17
Hit Points 39 (6d8)
Speed 0 ft., Fly 60 ft.
STR
1 (-5)
DEX
21 (+5)
CON
1 (-5)
INT
8 (-1)
WIS
13 (+1)
CHA
15 (+2)
Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60 ft., Passive Perception 13
Languages The languages it knew in life
Challenge 6 (2,300 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.

Incorporeal Touch. When Choke attacks  it ignores any armor a character has.

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

Airless Aura. Choke's body is surrounded by a near vacuum, and creatures that need to breathe and are adjacent to choke must hold their breath. A creature can automatically hold their breath for a number of rounds equal to twice its Constitution score, but only if taking move action or free actions. A creature holding its breath that takes a standard action has the number of rounds it breath can be held reduced by 1. When the breath-holding period expires, the creature must make a constitution check starting at DC 12, increasing in the DC by 1 for each previous check. A failed Constitution check causes a creature to fall unconscious. On the following round, the creature is reduced to -1 hit points and is dying. On the round after that the creature suffocates and dies.

Elemental Turning Vulnerability. A character who can turn undead and also turn air creatures gains a +2 bonus on turning checks against Choke. A character who can rebuke undead and also turn air creatures gains a +2 bonus on rebuke checks against Choke.

Steal Breath. Living creatures hit by Choke's incorporeal touch must succeed on a DC 15 fortitude save or take 1d2 points of Constitution drain. (Creatures of the air subtype take a -4 penalty on this save). When Choke successfully drains Constitution, it gains 5 temporary hit points that last up to one hour. A creature that is holding its breath loses 2 rounds of breath for each point of constitution drained from it. If this reduction exhausts all of that creature's remaining breath, it must begin making Constitution checks to avoid suffocation (see Airless Aura).

Actions

Incorporeal Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) necrotic damage

Habitat: Underdark

Melissa_Mynx

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