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.
Frightful Pressence. When a creature that is hostile/neutral to the Cairn Wraith sees it and is within 40ft of it, it must succeed a DC 13 Wisdom Save. On a Failed roll, the creature suffers the Fear Condition. The creature may make new rolls at the start of each of their turns until they've succeeded. Once succeeded, you are immune to this effect for the next 24 hours.
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 14 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.
Spectral Scythe. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 21 (2d10+4) necrotic damage.
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