Agonizing Phasing. Ardryll can move through other creatures and objects as if they were difficult terrain. Ardryll takes 5 (1d10) force damage
if they end their turn inside an object. A creature takes 5 (1d10) psychic damage the first time Ardryll passes through them on a turn.
Throes of Oblivion. When the Ardryll dies, they collapse inward, creating a burst of painful psychic energy. Each creature within 20 feet of the Ardryll must make a DC 14 Constitution saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. A small mote of light centered on the point of death then travels to the soul jar around Nero's neck. The only action Nero can take once this happens is to disengage and he must use his maximum speed to flee.
Blood Brothers: All successful damage against Ardryll is also magically suffered by Nero.
Multiattack. Ardryll makes 2 attacks with his scimitar or with Oathbreaker.
Scimitar. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 10 (3d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be dazed (save ends at end of turn). Each time a target dazed in this way fails a saving throw to end the condition, their hit point maximum is reduced by 5. This effect is cumulative, and the reduction lasts until the target finishes a short or long rest.
Oathbreaker. Ranged Spell Attack: +6 to hit, range 60 ft., one creature. Hit: 10 (3d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be taunted by Ardryll for 1 minute (save ends at end of turn). While taunted in this way, the target has disadvantage on attack roles against creatures other than Ardryll.
Dreadful Aspect (Recharges after a Short or Long Rest). Ardryll exudes magical menace. Each enemy within 30 feet of him must succeed on a DC 14 Wisdom saving throw or be frightened of him for 1 minute (save ends at end of turn). If a frightened enemy ends its turn more than 30 feet away from Ardryll, the enemy can repeat the saving throw, ending the effect on itself on a success.
Denied Vitality. When a creature who the wraith can see within 30 feet of them regains hit points, the wraith can attempt to sap the life energy restoring the creature. The creature must succeed on a DC 14 Constitution saving throw or only regain half the number of hit points they otherwise
would regain.
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