Blood-Sigil Chains. Glowing red chains bind the wraith to a point or altar within 30 ft.
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The wraith cannot move beyond 30 ft. of the anchor.
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While bound, it gains advantage on attack rolls.
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If the sigil is destroyed, the wraith loses this feature but becomes enraged.
Death Release. When destroyed, the wraith whispers its true name. One PC who hears it gains advantage on their next saving throw against fear.
Multiattack. The wraith makes two attacks.
Kusari-gama. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) necrotic damage, and the target must succeed on a DC 14 Strength save or be pulled 10 ft. closer.
Oath Drain. (Recharge 5–6). One creature within 30 ft. makes a DC 14 Wisdom save. On a failure, it takes 18 (4d8) necrotic damage, and the wraith regains half that amount. On a success, half damage and no healing.
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