Incorporeal Movement. The wraith knight 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.
Brave. The wraith knight has advantage on saving throws against being frightened.
Multiattack. The wraith knight makes two melee attacks.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 7) slashing damage.
Life Drain. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) necrotic damage. The target must succeed on a DC 18 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.
Parry. The wraith knight adds 2d6 + 7 to its AC against one melee attack that would hit it. To do so, the wraith knight must see the attacker and be wielding a melee weapon.
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