Medium Undead, Neutral Evil
Armor Class 13
Hit Points 24 (3d6 + 9)
Speed 0 ft., fly 30 ft.
STR
4 (-3)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
15 (+2)
Skills Insight +4, Intimidation +4
Damage Vulnerabilities Acid, Fire, Radiant
Damage Resistances Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Necrotic
Senses Darkvision 60 ft., Passive Perception 12
Languages Primordial The languages it knew in life
Challenge 3 (700 XP)
Proficiency Bonus +2

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 Allergy. If a wraith spends any part of a round in direct sunlight, they take 5 (1d10) radiant damage

Actions

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. (2d8 + 4) necrotic damage. The target must succeed on a DC 10 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.

Mark of the Wraith:  (Touch Spell) The Wraith Targets one living creature which must make a DC 10 Charisma Save.  If they fail the target is considered "marked."
A marked target will have a hand print where the wraith has touched them, and the wraith can take control of the target's body at any time from any distance.  The Wraith will also be able to recall anything the target has learned since being marked.  Finally the Wraith has knowledge of and control of the targets dreams until the Mark is removed.

The only way to remove the mark is via magical means such as using Dispel Evil or Good on the marked target or by destroying the wraith.

Previous Versions

Name Date Modified Views Adds Version Actions
4/28/2019 1:18:29 AM
146
75
1
Coming Soon

Environment: ArcticUnderdark

Zee_Bashew

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