Medium Undead, Neutral Evil
Armor Class 17
Hit Points 176 (27d8 + 54)
Speed 0 ft., fly 60 ft.
STR
6 (-2)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1)
WIS
14 (+2)
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
Senses Darkvision 60 ft., Passive Perception 12
Languages The languages it knew in life
Challenge 15 (13,000 XP)
Proficiency Bonus +5
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.

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

Actions

The wraith of Brysis makes 2 life drain attacks.

Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 17 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.

Death Field (recharge 5-6). The wraith targets up to three creatures that it can see within 15 feet of it. Each target must succeed on a DC 17 Constitution saving throw or take 21 (6d6) necrotic damage.

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.

Legendary Actions

The 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 wraith regains spent legendary actions at the start of its turn.

Shadow Rake. The wraith makes a Life Drain attack. This version of the attack does not reduce the hit point maximum of the target.

Kahem's Horror (2 actions). The wraith targets one creature it can see within 60ft. The creature must make a charisma saving throw DC 17 or become frightened of the wraith. A frightened target may repeat the save on the end of it's turn. The effect lasts for 1 minute otherwise.

Fade Step. The wraith teleports up to 30ft. in any direction.

Lair and Lair Actions

On initiative count 20 (losing initiative ties), the wraith rolls a d20. On a result of 11 or higher, the wraith takes a lair action to cause one of the following effects. It can’t use the same effect two rounds in a row.

The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 17 Dexterity saving throw or be knocked prone.

Grasping spectral hands reach up from the floor and attempt to strike up to 3 creatures the wraith can see. The spectral hands have a +7 to hit, and deal 10(3d6) necrotic damage on a hit.

A heavy cloud of mist rolls forth from Brysis' tomb, heavily obscuring the area until initiative count 20 of the next round.

Habitat: Underdark

Malafice

Comments

Posts Quoted:
Reply
Clear All Quotes