Wraith


Wraith

Medium undead, neutral evil


  • Armor Class 13
  • Hit Points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages The languages it knew in life
  • Challenge 5 (1,800 XP)

Radiance Sensitivity. If the wraith takes radiant damage, it loses its damage resistances and it is temporarily made corporeal until the begining of its next turn.

Incorporeal Movement. The 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.

Spectral Weapons. The wraith's attacks treat all creatures as unarmored (an unarmored creature's AC is usually 10 plus its Dexterity modifier.)

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or be forced to expend two of its hit dice. If the creature can't, it instead drops to 0 HP.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. 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 one time.

Reactions

Shadow Glide. As a reaction to taking damage of a type it is resistant to, the Wraith may teleport up to 60 feet and turn invisible until it makes an attack. If it does, it can't make attacks on its next turn.