Medium Undead (Spirit), Neutral Evil
AC 15    Initiative +2 (12)
HP 45 (6d10 + 10)
Speed 0 ft., Fly 60 ft.
Mod Save
STR 7 −2 −2
DEX 15 +2 +2
CON 16 +3 +3
Mod Save
INT 11 +0 +0
WIS 14 +2 +2
CHA 16 +3 +7
Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Immunities Necrotic, Poison; Charmed, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses Darkvision 60 ft.; Passive Perception 12
Languages Common, Infernal
CR 3 (XP 700; PB +2)
Traits

Incorporeal Movement. The wraith can move through an object or another creature, but can’t stop there.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 2) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target’s hit point maximum to 0, the target dies. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.

Horrifying Visage (Recharge 5-6): Each non-undead creature within 30 feet of the wraith that can see it must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the wraith is within line of sight, ending the effect on itself on a success.

Description

This wraith is the incorporeal remnant of a captain boat that perish. The Captain Wraith only want to expand is dead crew.

Monster Tags: NPC

MasterTheRock

Comments

Posts Quoted:
Reply
Clear All Quotes