Medium Undead, Lawful Neutral
Armor Class 14
Hit Points 67 (9d8 + 27)
Speed 0 ft., Fly 40 ft. hover
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws WIS +4, CHA +4
Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Darkvision 60 ft., Passive Perception 12
Languages Common, Celestial
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Blood-Sigil Chains. Glowing red chains bind the wraith to a point or altar within 30 ft.

  • The wraith cannot move beyond 30 ft. of the anchor.

  • While bound, it gains advantage on attack rolls.

  • 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.

 

 

Actions

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.

 

 

L3Chad

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