| Mod | Save | ||
|---|---|---|---|
| STR | 7 | -2 | -2 |
| DEX | 17 | +3 | +3 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 1 | -5 | -5 |
Incorporeal Movement. The general can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
command undead. the general can telepathically command all undead within 40 feet of it.
collapse. when the general is reduced to 0 hit points, it's 'soul' implodes. all creatures within 20 feet of it must succeed on a DC12 constitution saving throw or take 30 necrotic damage
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter. The general targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than ten specters under its control at one time.
great sword. 14 slashing damage plus 8 necrotic damage
devour soul. 16 necrotic damage and the general regains hit points equal to the damage dealt
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