Wraith (L)

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TRAIT: Incorporeal Movement

5 Wraith The wraith can move through other creatures and


objects as if they were difficult terrain. It takes 5
CR (1d10) force damage if it ends its turn inside an
SIZE: medium
object.
ALIGNMENT: neutral evil
TYPE: undead TRAIT: Sunlight Sensitivity
While in sunlight, the wraith has disadvantage on
-2 RESISTANCES: acid, cold, fire, lightning, attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
thunder, bludgeoning,
STR piercing, and slashing
from nonmagical ACTION: Life Drain
weapons that aren't Melee Weapon Attack: +6 to hit, reach 5 ft., one
silvered creature. Hit: 21 (4d8 + 3) necrotic damage. The
+3 IMMUNITIES: necrotic, poison target must succeed on a DC 14 Constitution
saving throw or its hit point maximum is reduced
CONDITIONS: charmed, exhaustion,
DEX grappled, paralyzed, by an amount equal to the damage taken. This
petrified, poisoned, prone, reduction lasts until the target finishes a long rest.
restrained The target dies if this effect reduces its hit point
SENSES: darkvision 60 ft. maximum to 0.
+3 PASSIVE PERCEPTION: 12
ACTION: Create Specter
LANGUAGES: the languages it knew
CON
in life 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
+1 unoccupied space. The specter is under the
wraith's control. The wraith can have no more than
INT seven specters under its control at one time.

EXPERIENCE POINTS: 1,800


+2 0 ft., fly 60 ft. (hover)
WIS SPEED

+2 67 13
CHA HIT POINTS ARMOUR

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