| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 10 | +0 | +3 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +4 |
| CHA | 16 | +3 | +6 |
Magic Resistance. The Wraithknight has Advantage on saving throws against spells and other magical effects.
Marshal Undead. Undead creatures of the Wraithknight's choice (excluding himself) in a 60-foot Emanation originating from it have Advantage on attack rolls and saving throws. It can’t use this trait if it has the Incapacitated condition.
Multiattack. The Wraithknight makes two Dark-Shade Halberd attacks.
Dark-Shade Halberd. Melee Attack Roll: +10, reach 5 ft. Hit: 11 (1d10+6) Slashing damage plus 5 (1d8) Frost damage.
Deathchill Iron Chains (Recharge 5–6). Wisdom Saving Throw: DC 16, Target one creature within 60 ft. Failure: 7 (2d6) cold damage. Success: Half damage. Failure: Target is Paralyzed for the next minute, making another save at the end of each of their turns
Spellcasting. The Wraithknight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
At Will: Phantom Steed, Shield of Faith, Disguise Self
1/Day Each: Animate Dead, Darkness
2/Day Each: Burning Hands (Necrotic) Misty Step
Scratch of Undeath. As a Bonus Action, the Wraithknight makes a melee attack roll against the target. Melee Attack Roll: +9 (1d20+9), reach 5 ft. Hit: 8 (1d6+5) cold damage.
Parry. Trigger: The Wraithknight is hit by a melee attack roll while holding a weapon. Response: The aspirant adds 2 to its AC against that attack, possibly causing it to miss.







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