Huge Undead (Cursed, Daemon, Spirit, Vampire), Chaotic Evil
AC 30 Natural    Initiative +13 (23)
HP 615 (30d12 + 420)
Speed 5 ft., Fly 60 ft.
Mod Save
STR 22 +6 +21
DEX 26 +8 +25
CON 28 +9 +36
Mod Save
INT 24 +7 +32
WIS 20 +5 +28
CHA 26 +8 +34
Resistances All
Gear The Heart of Malice (Amulet) Description: A jagged, pulsing ruby fused into his chest where a heart should be. It glows brighter every time he takes damage. Mechanical Function: This is the source of his AC 30. It generates the "Ethereal Blood-Carapace." If the players use a Dispel Magic (9th level) or an Antimagic Field, you could rule that his AC drops to 25 for a round. 2. The Sanguine Crown (Headgear) Description: A crown made of "frozen" blood that floats an inch above his head. It drips upward, defying gravity. Mechanical Function: This provides his +16 Intelligence and +17 Charisma saving throws. It allows him to maintain his "Blood Puppet" connections. 3. The Veil of Whispers (Cloak/Aura) Description: His lower half isn't legs, but a swirling cloak of shadows that contains the faces of everyone he has ever killed. Mechanical Function: This provides his Resistance to Cold, Fire, and Lightning. The spirits in the veil absorb the elemental energy before it hits his core.
Senses Darkvision 60 ft.; Passive Perception 35
Languages Common plus two other languages
CR 29 (XP 135,000; PB +9)
Traits

Incorporeal Movement. The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (3d10) Force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls.

Legendary Resistance 5/per day 

Aura of Vitality Siphon

Any creature that starts its turn within 30 feet of Amel must succeed on a DC 29 Constitution saving throw or take (8d12) necrotic damage. Amel regains hit points equal to the total necrotic damage dealt to all creatures by this aura.

Actions

Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (7d12 + 10) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.

Create Specter. The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. 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 seven specters under its control at a time.

1. Multiattack

Amel makes three Siphon Touch attacks. It can replace one of these attacks with Possession (if available).

2. Siphon Touch

Melee Weapon Attack: +17 to hit, reach 15 ft., one target.

Hit:  (8d12 + 10) necrotic damage. The target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

3. Possession (Recharge 4–6)

Note: In D&D Beyond, check the "Recharge" box and select 4-6.

Amel targets one humanoid it can see within 30 feet. The target must succeed on a DC 26 Charisma saving throw or be possessed by Amel; Amel then disappears, and the target is Incapacitated and loses control of its body. Amel now controls the body but doesn't deprive the target of awareness.

While possessing a body, Amel can't be targeted by any spell, attack or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being Charmed and Frightened. It otherwise uses the possessed target's statistics.

4. Blood Wave (Action)

Amel releases a burst of condensed demonic blood in a 60-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking  (12d10) necrotic damage on a failed save, or half as much damage on a successful one. Creatures that fail the save are also Restrained by hardening blood until the end of Amel's next turn.

Bonus Actions

1. Shadow Step

Amel steps into the shadows and teleports up to 60 feet to an unoccupied space it can see that is in dim light or darkness. It then has advantage on the first melee attack it makes before the end of its turn.

2. Call of the Grave

Amel targets one creature it can see within 60 feet that is currently at or below half its maximum hit points. The target must succeed on a DC 25 Strength saving throw or be pulled up to 30 feet directly toward Amel and have its movement speed reduced to 0 until the start of Amel's next turn.

3. Feast on Fear

Amel targets one creature within 30 feet that has the Stunned condition. Amel greedily absorbs their terror, regaining 30 hit points, and the target takes (6d10) psychic damage.

Reactions

1. Blood Shield

Trigger: Amel is hit by a melee attack.

Effect: Amel causes the blood of his enemies to harden into a physical barrier. Amel gains a +5 bonus to AC against the triggering attack, potentially causing it to miss. Additionally, if the attacker is within 10 feet of Amel, they take  (8d12) necrotic damage as their own blood rebels against them.

2. Vengeful Phase

Trigger: Amel takes damage from a spell.

Effect: Amel momentarily dissolves into a cloud of red mist. He takes only half damage from the triggering spell and immediately teleports up to 30 feet to an unoccupied space he can see.

3. Essence Leak

Trigger: A creature within 60 feet of Amel regains hit points.

Effect: Amel twists the healing energy into a curse. The target must succeed on a DC 26 Charisma saving throw. On a failure, the healing is negated, and the target takes necrotic damage equal to the amount they would have been healed.

Legendary Actions

Amel 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. Amel regains spent legendary actions at the start of its turn.

1. Blood Puppet (Costs 1 Action)

Amel targets one creature it can see within 60 feet. The target must succeed on a DC 25 Strength saving throw or Amel forces them to move up to half their speed and make one melee weapon attack against a creature of Amel’s choice. This represents Amel literally pulling the blood in their veins like puppet strings.

2. Transposition (Costs 2 Actions)

Amel targets two creatures he can see within 120 feet of him. If the targets are unwilling, they must succeed on a DC 25 Charisma saving throw. On a failure (or if they are willing), the two targets instantly swap places. Amel can choose himself as one of these targets.

DM Tip: Swap the Paladin with the Wizard right before a big attack!

3. Vitality Burst (Costs 3 Actions)

Amel draws the life essence out of the surrounding air. Every creature within 30 feet takes (8d12) necrotic damage, and Amel creates a Blood Shield around himself. This shield has 100 temporary hit points and lasts until the start of Amel’s next turn.

Mythic Actions

Mythic Action: Blood Reign (Costs 3 Actions)

Amel commands the very blood of his enemies to erupt. Every creature of Amel's choice within 120 feet must make a DC 25 Constitution saving throw.

  • On a failure: The creature takes (14d10) necrotic damage and is Blinded as blood wells up in their eyes. At the start of each of their turns, they take an additional  (10d12) necrotic damage as they continue to bleed out. They can repeat the save at the end of their turn to end the effect.

  • On a success: They take half damage and are not blinded.

The Healing: Amel regains hit points equal to 10% of the total damage dealt by this explosion.

Description

The Appearance of Amel "The air grows cold and smells of copper and ozone. From the shadows emerges a flickering, translucent entity that pulses like a beating heart. Amel is not a solid being, but a swirling vortex of blood-red mist and demonic shadow. Two burning crimson eyes stare out from a face that shifts between a beautiful youth and a screaming skull. As it moves, the very life force of the world seems to dim, as if the sun itself is being drained by its presence."

Lair and Lair Actions

Echoes of the Damned

The walls of the lair ripple like liquid blood, and spectral visages of Amel’s past victims scream in unison. Every creature within 90 feet must succeed on a DC 26 Intelligence saving throw.

On a failure, the creature loses its ability to cast spells of 5th level or lower until initiative count 20 on the next round. If the creature isn't a spellcaster, it instead has disadvantage on all attack rolls as the visions of the damned cloud its sight.

Previous Versions

Name Date Modified Views Adds Version Actions
1/12/2026 3:41:02 AM
3
0
5e Custom
Coming Soon

Habitat: Planar (Astral Plane)Planar (Shadowfell)Underdark

PeytonHalliwell

Comments

Posts Quoted:
Reply
Clear All Quotes