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 Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Necrotic Aura. Any creature that starts its turn within 10 feet of Azrak takes 5 (1d10) necrotic damage.
Summon Undead (Recharge 5-6). Azrak can summon 1d4 spectral minions to aid him in battle.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 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.
Shadow Bolt (Recharge 5-6). Ranged Spell Attack: +5 to hit, range 60 ft., one target. Hit: 18 (4d6 + 2) necrotic damage. The target must succeed on a DC 14 Wisdom saving throw or become frightened of the wraith until the end of the wraith's next turn.
Ethereal Step. The wraith can move up to 30 feet in any direction as long as it ends its movement in an unoccupied space. It does not provoke opportunity attacks when using this movement.
Withering Counter. When a creature within 5 feet of the wraith hits it with an attack, the wraith can use its reaction to deal 10 (3d6) necrotic damage to the attacker.
Description
These Wraiths of Rindelthath are powerful undead servants that once served the great necrolich. They now roam the ruins of Rustir, spreading fear and death to all who dare to enter their haunted domain.
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