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.
Spirit Shroud. The barrow wraith is surrounded by a shroud of the souls it devoured in its afterlife. The spirits are intangible and invulnerable, and surround the wraith in an 10ft aura. Any creature that enters the enters the aura or starts it turn there take 1d8 cold damage. and their movement speed is reduced by 10 feet until the start of its next turn.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Grave Touch. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage, and you regain hit points equal to half the amount of necrotic damage dealt.
Mind Spike. Ranged Spell Attack: +6 to hit, reach 60 ft, one creature. Hit: 16 (3d8+3) psychic damage.
Enemies Abound. You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being [Tooltip Not Found]. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the spell ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.
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