| Mod | Save | ||
|---|---|---|---|
| STR | 1 | -5 | -5 |
| DEX | 20 | +5 | +11 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 18 | +4 | +10 |
| CHA | 22 | +6 | +12 |
Legendary Resistance (3/Day). If the Wraith fails a saving throw, it can choose to succeed instead.
Fear Aura. Any creature that starts its turn within 30 feet of the Wraith must succeed on a DC 20 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds on this saving throw is immune to the Wraith's Fear Aura for the next 24 hours.
Multiattack. The Wraith makes two Shadow Touch attacks.
Shadow Touch. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (4d10 + 5) necrotic damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed until the end of its next turn. If the target is already frightened, it takes an additional 10 (3d6) psychic damage.
Life Drain (Recharge 5-6). The Wraith targets one creature it can see within 30 feet. The target must succeed on a DC 20 Constitution saving throw, taking 40 (9d8) necrotic damage on a failed save, or half as much damage on a successful one. The Wraith regains hit points equal to half the necrotic damage dealt.
Shadow Stealth. While in dim light or darkness, the Wraith can take the Hide action as a bonus action.
The Wraith of Dusk 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.
Shadow Step (1 Action). The Wraith teleports to an unoccupied space within 60 feet that is in dim light or darkness.
Whispers of Dread (1 Action). The Wraith targets one creature it can see within 60 feet. The target must succeed on a DC 20 Wisdom saving throw or take 18 (4d8) psychic damage and be frightened until the end of its next turn.
Summon Shadows (2 Actions). The Wraith summons 1d4 Shadows or Shadow Demons (as per the DM's choice) that appear in unoccupied spaces within 30 feet of it. The summoned creatures act on their own initiative count and are hostile to the Wraith's foes.
Mythic Action Name. 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
The Wraith of Dusk is a malevolent spirit born from the collective fears and sorrows of those who have perished in darkness. It was once a guardian of balance between light and shadow, tasked with ensuring that neither force dominated the other. However, over time, as light began to overshadow the shadows, the Wraith became embittered and corrupted. It now seeks to engulf everywhere it can in eternal darkness, believing that only by shrouding the world in shadow can it restore the balance it once upheld.
The Wraith of Dusk is a terrifying figure, often appearing as a swirling mass of darkness that shifts and flickers, with glimpses of anguished faces and shadowy tendrils that extend outward like wisps of smoke. Its form is semi-corporeal, making it difficult to discern a solid shape. When it manifests more fully, it takes on the silhouette of a four legged beast, with hollow, glowing eyes that emit a faint, eerie light. The air around it feels cold and heavy, and it emits a soft, haunting whisper that seems to echo with the voices of the lost.
Lair and Lair Actions
The Wraith of Dusk's lair can be any location that has been corrupted by shadow over time.
Lair Actions
If the final encounter occurs in the village, the Wraith can take lair actions on initiative count 20 (losing initiative ties). The Wraith can take one lair action per round.
Shadowy Veil. The Wraith shrouds a 20-foot radius area in magical darkness. This darkness lasts until initiative count 20 on the next round. Creatures with darkvision cannot see through this darkness, and nonmagical light cannot illuminate the area.
Echoes of the Lost. The Wraith conjures the haunting whispers of the villagers’ fears. Each creature of the Wraith's choice within 60 feet must succeed on a DC 20 Wisdom saving throw or take 14 (4d6) psychic damage and be incapacitated until the end of their next turn.
Corrupted Ground. The Wraith corrupts the ground in a 30-foot radius centered on a point it can see within 60 feet. The area becomes difficult terrain for the duration of the encounter. Any creature that starts its turn in the area must succeed on a DC 20 Constitution saving throw or take 10 (3d6) necrotic damage.
Comments