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) |
| 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; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | the languages it knew in life |
| Challenge | 5 |
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.
While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Attack Roll: +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 its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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.
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) |
| 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; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained |
| Senses | darkvision 60 ft., passive Perception 12 |
| Languages | the languages it knew in life |
| Challenge | 5 |
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.
While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Attack Roll: +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 its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
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.
Small undead, Neutral Evil
| Armor Class | 13 |
|---|---|
| Hit Points | 67 (9d8 + 27) |
| Speed | 5 ft., fly 60 ft. (hover) |
| 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; bludgeoning; cold; fire; piercing; slashing |
| Damage Immunities | necrotic; poison |
| Condition Immunities | charmed; exhaustion; grappled; paralyzed; petrified; poisoned; prone; restrained; unconscious |
| Senses | Darkvision 60 ft., passive Perception 12 |
| Languages | Common plus two other languages |
| Challenge | 5 |
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.
While in sunlight, the wraith has Disadvantage on ability checks and attack rolls.
Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Points maximum decreases by an amount equal to the damage taken.
The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. 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 a time.