Medium undead, Neutral Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 45 (6d8 + 18) |
| Speed | 0 ft., fly 60 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) |
| Saving Throws | — |
|---|---|
| Skills | — |
| Damage Vulnerabilities | — |
| Damage Resistances | acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | necrotic; poison |
| Condition Immunities | charmed; grappled; paralyzed; petrified; poisoned; prone; restrained |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | Common, Infernal |
| Challenge | 3 |
The wraith can move through an object or another creature, but can't stop there.
While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Melee Attack Roll: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.