Medium Monstrosity, Neutral Evil
Armor Class 21
Hit Points 231 (21d8 + 126)
Speed 0 ft., fly 60 ft.
STR
8 (-1)
DEX
20 (+5)
CON
22 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws DEX +12, CON +13, WIS +10, CHA +13
Skills Deception +13, Insight +10, Perception +10, Persuasion +13
Damage Resistances Acid, Cold, Fire, Lightning, Radiant, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 20
Languages The languages it knew in life
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 10 (2d10) force damage if it ends its turn inside an object. If the Wraith occupies the same spot as a solid object or creature when this happens, the wraith is immediately shunted to the nearest unoccupied space that it can occupy and take force damage equal to twice the number of feet it moved.

Magic Resistance. The wraith has advantage on saving throws against spells and other magical effects.

Twilight Touched. The wraith's attacks are magical. When the wraith hits with any attack it may choose to give it -3 to Constitution saves until the start of the creature's next turn or deal additional Damage. The additional damage deals an extra 3d8 necrotic or radiant damage (it’s choice)

Twilight Lineage. The Wraith can permanently sacrifice 50 HP to guarantee an heir. The Heir must be nurtured in the wraith's Kingdom/Domain/Base of Operation. When the Royal Twilight Wraith dies, the Heir will then ascend and become the new Royal Twilight Wraith.

Noblesse Oblige. The wraith uses an action and marks 1 creature with an emblem of "<Insert your Flavour here>". While the target is within 100 feet of the Wraith, the Wraith and the target shares up to 3 of its resistances or immunities with each other. Also, each time either of them heals or takes damage, the other takes the same amount of healing or damage. The Wraith or the target may dismiss the effect as a free action.

Legendary Resistance (3/Day). If the Royal Twilight Wraith fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The Wraith Attacks three times with its Drain or use Twilight Majesty and make two Drain attacks.

Twilight Drain. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 120ft, one creature. Hit: 36 (6d8 + 6) radiant or necrotic damage . The target must succeed on a DC 21 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.

Twilight Majesty. The Wraith can expend UP TO 100 hit points and give UP TO 4 creatures within 60 feet, each Temporary Hit points equal to half of the expended hit points. (THP per creature = Sacrifice/2)

Create Specter/Wraith. The wraith targets a creature within 60 feet of it that has been dead for no longer than 1 minute. 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 ten specters under its control at one time. (ALTERNATE) Instead of creating a specter, the Royal Twilight Wraith can create a wraith however he cannot control more than five wraiths summoned by this ability at any given time.

Bonus Actions

Twilight Step. The Royal Twilight Wraith teleports, along with any willing creature within 10ft of it and any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. The Twilight Wraith gain advantage to it's attacks and also heal for half of the damage dealt by it's attacks, when it teleports using this trait. The effects lasts until the start of its next turn. During that time, it appears to glimmer with light from the stars.

Reactions

Twilight Flare. When the wraith is attacked by a creature within 60 feet of it that it can see, it can its reaction and force the attacker must succeed on a DC 21 Constitution saving throw, causing light to flare and that attacker has disadvantage on all attack rolls against the Twilight Wraith until the start of its next turn. An attacker that can't be blinded is immune to this feature.

Legendary Actions

The Royal Twilight Wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Royal Twilight Wraith regains spent legendary actions at the start of its turn.

Royal Road. The Royal Twilight Wraith moves up to its speed without provoking opportunity attacks.

Twilight Step. The Royal Twilight Wraith can use Twilight Step.

Royal Decree (Costs 2 Actions). The Royal Twilight Wraith can command up to 3 wraiths or allies to make an Attack at Advantage or move up to it's half its speed without provoking attacks of opportunity.


Description

These Wraiths transcend the normal understanding of undead and wish to be treated as more than just a monster or disturbance. As an obligation self imposed by one of Royal lineage, a Royal Twilight Wraith seeks to build a kingdom wherein law and order is observed and followed by its citizens. It dreams and seeks vassals, citizens and national allies. One would usually be able to find these Wraiths accompanied by other undead whose eyes show lights of rational thought. 

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