Large Undead (Incorporeal), Chaotic Evil
AC 13 Natural Armor    Initiative +2 (12)
HP 44 (8d8 + 8)
Speed 30 ft.
Mod Save
STR 6 −2 −2
DEX 14 +2 +2
CON 12 +1 +1
Mod Save
INT 10 +0 +0
WIS 12 +1 +1
CHA 14 +2 +2
Resistances Necrotic, Poison
Immunities Grappled, Prone
Senses Darkvision 60 ft.; Passive Perception 11
Languages None
CR 2 (XP 450; PB +2)
Traits

Incorporeal Movement. The Bell Wraith 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.

Bound to the Bell. While the Bell Fragment exists, the Bell Wraith regains 4 (1d4+2) Hit Points at the start of its turn. If the Bell Fragment is destroyed, the Bell Wraith no longer regains Hit Points and takes 3 extra damage from all sources.

Unnerving Presence. Creatures that start their turn within 10 feet of the Bell Wraith must succeed on a DC 11 Wisdom saving throw or have disadvantage on their next attack roll.

 

Actions

Life Drain. Melee Spell Attack Roll: +4, reach 5 ft., one creature. Hit: 6 (1d8+2) Necrotic damage. The target must succeed on a DC 11 Constitution saving throw or gain 1 level of Exhaustion.

Bell Pulse (Recharge 5–6). Wisdom Saving Throw: DC 11, each creature within 30 feet. Failure: The creature has disadvantage on its next attack roll or ability check. The Bell Wraith regains 4 Hit Points.

Previous Versions

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