Medium Undead, Any Evil Alignment
Armor Class 14 Natural
Hit Points 30 (3d10)
Speed
STR
15 (+2)
DEX
10 (+0)
CON
15 (+2)
INT
12 (+1)
WIS
17 (+3)
CHA
1 (-5)
Saving Throws CON +4
Damage Immunities Piercing
Condition Immunities Petrified, Poisoned
Senses Passive Perception 15
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. On contact with a spellcaster, the Arcane Wraith rolls a D20, if it's below 10, the target has a spell slot used up. If it's above 10, damage is dealt but no spell slot effect. Damage from the attack occurs either way.

Spellcasting. The [Arcane Wraith] is a 1-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 16, +2 to hit with spell attacks). The [Arcane Wraith] has following [Warlock] spells prepared:
Cantrips (at will): [Eldritch Blast], [Minor Illusion] 
1st level (2 slots): [Witch Bolt], [Expeditious Retreat] 

Actions

Born Of The Undead. Arcane Wraith makes a Constitution save before taking a hit that will fell it DC 16, if it succeeds it drops down to one HP instead.

Scythe. Melee Weapon Attack: +3 to hit, reach 10 ft., 2 targets. Hit: 6 (1d12 + 3) [Slashing] damage. 

Blink Blast. RangedWeapon Attack: +2 to hit, range 10/50 ft., 2 target. Hit: 6 (3d4 + 2) [Force] damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Arcane Wraiths are spectral entities born from the remnants of powerful magic users who met tragic ends. These creatures appear as ethereal figures shrouded in wisps of magical energy, their forms flickering and phasing in and out of reality. They emit a faint, eerie glow that illuminates their surroundings in a dim, otherworldly light.

 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

JollyMrCreampuff

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