Huge Undead, Neutral Evil
Armor Class 20 natural armor
Hit Points 406 (28d12 + 224)
Speed 80 ft., (hover)
STR
6 (-2)
DEX
30 (+10)
CON
27 (+8)
INT
20 (+5)
WIS
14 (+2)
CHA
24 (+7)
Saving Throws CON +15, INT +12, CHA +14
Damage Resistances Acid, Fire, Lightning, Thunder
Damage Immunities Cold, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120ft, Passive Perception 12
Languages the languages it knew in life, unlimited telepathy in its Domain of Dread
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Detect Life. The wraith can magically sense the presence of living creatures anywhere in its Domain of Dread. It knows the general direction they're in but not their exact locations.
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.
Legendary Resistance (3/Day). If the wraith fails a saving throw, it can choose to succeed instead.
Turn Immunity. The wraith is immune to effects that turn undead.

Actions

Multiattack. The wraith makes three attacks, only one of which can be a Grave's Touch attack.
Life Drain. Melee Weapon Attack: +17 to hit, reach 10 ft., one creature. Hit: 32 (5d8 + 10) necrotic damage. The target must succeed on a DC 20 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.
Grave's Touch. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 37 (5d10 + 10) cold damage and the targets must succeed on a DC 20 Constitution saving throw, becoming petrified, encased in ice, until the end of its next turn on a failure.
Ray of Decay. Ranged Spell Attack: +14 to hit, range 120 ft., one target. Hit: 28 (8d6) necrotic damage.

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.

  • Ray of Decay. The wraith uses its Ray of Decay.
  • Whirlwind (Costs 2 Actions). The arch-wraith turns into a frigid whirlwind, draining away the life of nearby creatures. All creatures within 30 feet of it must succeed on a DC 20 Dexterity saving throw, taking 21 (6d6) cold damage plus 21 (6d6) necrotic damage on a failure, or half as much damage on a success.
  • Dead Silence (Costs 3 Actions). The arch-wraith can rob a creature within 120 feet of it from its senses, leaving it in pitch-black darkness. The creature must succeed on a DC 20 Wisdom saving throw, becoming blinded and deafened on failure for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Description

Arch-Wraith
The arch-wraith, also sometimes called deathless, grimreaper or koschei is a mythical creature, straight from ancient legends of heroes and epic deeds. When the hero enters the burning hells to rescue his beloved, or when he has to avenge his father's death, the arch-wraith is often his opponent. Why are poets so keen to cast this monster as the arch-enemy? Well, the creature is a wraith, so it fits any dark story featuring a curse or vengeance from the beyond. There's no telling what it actually looks like, so its terrifying visage can be described in many ways without risking the accusation of confabulation. Furthermore, it is a powerful creature, a prince of the damned, so it makes an ideal villain.
Born from Tragedy. Wraiths of such power are exceedingly rare, the combination of emotional charge and brutality needed to create such an entity occurs maybe once in a century. When entire armies are slaughtered in a day, when a town disappears in a cataclysm or a sudden disease wipes out a country, an arch-wraith can be born. Still, it requires a leader with an exceptionally strong will to raise such. There is always a constant in the creation myth of an arch-wraith, the leader played a major part in the destruction of its people, enslaving their souls in its passing. As they served it in life, so shall they in death.
Kingdom of Nightmare. The arch-wraith can be described in various ways, as has been said, but is always a lethal foe. Forget its huge strength, invulnerability to most weapons, fearlessness and supernatural abilities. One cannot just defeat such a creature using conventional means. As with every wraith, there is some tragic event connected to it, forcing the creature to remain among the living. The wraith is untouchable, unreachable for anyone who is not part of that story, hidden in a Domain of Dread that leaks through the material world. That is why the mythical hero has to get involved in various brawls and pass through many trials. By overcoming these obstacles, he enters the wraith's world and becomes worthy of facing the monstrosity. When confronting an arch-wraith, it will always be on its own terms.
Prince of the Damned. As a leader, the creature never stood to do anything with its own hands. It has lackeys for that, always wraiths, revenants or other restless spirits. Having been a king, religious leader or commander in life, the arch wraith retains its charisma in death, and its deathly subordinates always blindly obey its orders. Thus one needs to exterminate all manner of servants on the way to its bone fortress, flesh palace or other foreboding abode. Only then can one face the arch-wraith itself.
Perverted Psychopomp. Many believe that the immense powers of an arch-wraith come from its capacity to deny a soul passage into the afterlife, trapping it into a state of undeath and servitude. Some of the most powerful archwraith have trapped hundreds of souls, if not thousands, endlessly replaying over and over the tragic events that lead to the arch-wraith's emergence. When fighting an arch-wraith one should always remember what failures means: the enslavement of one's soul for eternity.

Lair and Lair Actions

An Arch-Wraith's Lair
An arch-wraith stands at the center of its Domain of Dread. The fortress of the wraith can take many shapes, depending on who it was in life. A crumbling keep in a forest of tombstones, a flesh cathedral surrounded by hundreds of worshiping souls, a bone-made spire topping a jagged cliff, all are possible lairs.
Lair Actions
On initiative count 20 (losing initiative ties), the arch-wraith takes a lair action to cause one of the following magical effects:

  • The arch-wraith wraps itself into a shroud of magical darkness, until initiative count 20 on the next round. While under the shroud the arch-wraith is immune to spells of 6th level or lower unless it wishes to be affected. It has advantage on saving throws against all other spells and magical effects and has resistance to radiant damage.
  • The arch-wraith summons a swarm of mad wraiths and specters, howling unbearable sounds of madness and despair as they pass through the battlefield. Each non-undead creature that can hear must succeed on a DC 18 Wisdom saving throw or be frightened until the end of its next turn.
  • The arch-wraith calls forth the enslaved souls at its command. Specters and wraiths materialize and attack one creature that the arch-wraith can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The specters and wraith then retreat.

Regional Effects
A region haunted by an arch-wraith suffers from its nefarious energy, creating the following magical effects:

  • Mystical mist spread over the region. The mist is a shadow crossing leading to the arch-wraith's Domain of Dread in the Shadowfell (see p. 51 of the Dungeon Master's Guide).
  • The arch-wraith can expand or shrink the size of its Domain of Dread at will. It can modify as well the geographical features, creating chasms filled with bones, hill of corpses, river of blood or any kind of terrain it wishes. The change takes 1 minute to occur.
  • Throughout the land, apparitions manifest and reenact scenes of the tragic events that took place. Some of these apparitions happen at random, while others reenact at precise times of the day or the year. A character witnessing one of these apparitions must make a DC 15 Wisdom saving throw or become charmed, assuming the personality of one of the apparitions and playing its part in the drama until it unfolds.

When the arch-wraith is destroyed, all of these regional effects fade over 1d10 days.

Monster Tags: undead

willdcarver17

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