| 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 |
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.
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.
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