Medium Undead
AC 14 Natural Armor    Initiative +3 (13)
HP 50 (2d8)
Speed 40 ft.
Mod Save
STR 8 −1 −1
DEX 16 +3 +3
CON 14 +2 +2
Mod Save
INT 10 +0 +0
WIS 12 +1 +3
CHA 14 +2 +4
Resistances Cold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 60; Passive Perception 11
Languages None
CR 3 (XP 700; PB +2)
Actions

Drowning Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or begin suffocating — they cannot regain hit points until the end of their next turn and can’t speak or cast verbal spells for 1 round.

Haunting Pulse (Recharge 3). The wraith releases a wave of soundless pressure in a 15-foot sphere centered on itself. Each creature in that area must succeed on a DC 13 Charisma saving throw or become Frightened for 1 minute. A creature can repeat the save at the end of each of its turns. On a success, the effect ends early.

Bonus Actions

Lurelight (Recharge 5). As a bonus action, the Angler Wraith can extend its lure, emitting ghostly light in a 20-foot radius. Creatures within that radius must succeed on a DC 13 Wisdom saving throw or be Charmed until the end of their next turn.
While charmed this way, a creature cannot take reactions and must move its speed toward the wraith.

SnowShankington

Comments

Posts Quoted:
Reply
Clear All Quotes