Incorporeal Movement. Ar'with 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.
Shape Shifter. Ar'with can change his form to resemble any humanoid he has interacted with for at least one hour. This change can not be detected by any means other than the use of a True Sight spell.
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.
Shadow Spike: Ranged spell attack +6 Range 60 feet. 1d10 Necrotic damage. Target must make a DC 14 Charisma save or suffer one level of exhaustion as memories of past traumas and present day fears are brought to the forefront of your immediate thoughts.
Shadow Bounce: Ar'with can teleport from one area of dim light that he can see to another that is within 45 feet.
Description
Ar'With in his default form resembles any other Wraith but with more distinct facial features. Through the inky shroud that surrounds his flesh, thin but handsome features can still be detected underneath his dry taut skin.
Brilliant Necromancer. During his lifetime Ar'with was the formost necromancer in all of Faerun and he excelled in making extraordinarily efficient self sustaining "undead loops" by summoning or producing undead that could create and control more undead. In fact, he pioneered a nearly scientific process to create various undead by killing mortals in the specific circumstances that produce undeath in an effort to reduce dependency on magical resources. For example a poltergeist can be reliably generated by killing someone in any manner so unusual that the victim could not possibly predict or understand the circumstances of their death. Alternatively, you could indoctrinate a young squire into a nationalist cult and have them study propaganda for 15 hours a day until they become so infused with hate that their death will produce a wraith, which in turn can produce specters.
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