Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes (1d10) force damage if it ends its turn inside an object.
Become Ethereal. The wraith is ethereal, becoming resistant to slashing, piercing and bludgeoning damage unless the weapon used against him is magical in nature.
Summon Clouds. Wherever the wraith goes, perpetual dark clouds follow reducing general visibility resulting in perception checks being made at disadvantage. These clouds cannot be disspelled nor moved as they are the magical manifestation of the wraith.
Curse of the White Rock Hollow. The wraith is immobile and intangible for aslong as the Aeorionic Amulet rests upon its pedestal. Once the Amulet has been taken off of the pedestal, the wraith will regenerate to full power in the next 24 hours. After 24 hours, he will be bound to follow and attack the keeper of the Amulet. Should the Amulet be brought back to its pedestal, the wraith will return to his previous passive behaviour.
Eternal Hunt. Should the wraith be destroyed, he will start regenerating back at the White Rock Hollow for 24 hours after which he will resume his hunt after the keeper of the Amulet.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (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.
Withering touch. Melee Weapon Attack: +4 to hit, reach 5ft., one creature. Hit: (4d6 + 4) necrotic damage.
Frighten. The wraith targets one creature it can see within 60 feet of it. Target creature has to succeed a DC 15 Wisdom saving throw or become frightened of it for 1 minute. If the creature has failed the saving throw by 5 or more its movement speed is reduced to 0.
Create a Vengeful Specter. The Wraith can summon a specter in a 20ft radius. Specters are fully under the wraiths control and cannot be turned against the wraith. The wraith can have no more than nine specters under its control at one time.
The wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The wraith regains spent legendary actions at the start of their turn.
Attack or Summon. The wraith makes one attack against a creature in range or can summon an additional specter.
Curse. The wraith utters an ancient curse. All creatures in 20ft. radius have to make a DC 14 Constitution saving throw or suffer (3d8 + 4) cold damage and become stunned until the end of the wraith's next turn. Creatures that succeed the saving throw recieve half as much damage and resist the stun.