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.
Multiattack. The necromancer makes three Arcane Burst attacks.
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.
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.
Arcane Burst. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) necrotic damage.
Spellcasting. The necromancer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: Chill Touch, mage hand, prestidigitation
2/day each: bestow curse, Phantasmal Killer, mage armor, Hold Person
1/day: circle of death
Summon Undead (1/Day). The necromancer magically summons five skeletons or zombies (both appear in the Monster Manual). The summoned creatures appear in unoccupied spaces within 60 feet of the necromancer, whom they obey. They take their turns immediately after the necromancer. Each lasts for 1 hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.
Regain Spent Spell Slots (1/Day). After spending all of its spells Algar Vilmadien reaches for the weave to regain 3 spells slots.
Grim Harvest. When the necromancer kills a creature with necrotic damage, the necromancer regains 9 (2d8) hit points.
Algar Vilmadien can take 3 legendary actions, choosing from the options bellow. Only one legendary action option can be used at a time and only at the end of another creature's turn. Algar Vilmadien regains spent legendary actions at the start of its turn.
Spell Casting Algar Vilmadien cast Arcane Burst.
Resist Magic Effect On a hit with a status effect Algar Vilmadien can will away the effect.
False Life Algar Vilmadien uses a necromantic facsimile of life, he gain 1d4 + 4 temporary hit points for the duration.
Description
This is the cursed soul of a Wooden Elf Named Algar Vilmadien. He was married to a human named Nasheid Nilo but she died due to an infection she got. After the death of his beloved Algar got extremally depressed and that is when we thought of bringing his wife back through necromancy. He started to attend the a Necromantic School where he experimented with his colleagues. An adventurer was hired to kill him and upon his death he turned to a wraith that trapped him to the one who killed him. Upon his deep sleep he found a way to re-emerge but he has a tether to the one that killed him and now he must target him in order to be set free.
He has the aspects of the humanoid form he once had but now he is filled with negative energy and is shrouded with dark shadow form.
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