rpg—rules

monster

Wraith

Medium or Small Undead, Neutral Evil

Armor Class
13
Hit Points
67 (9d8 + 27)
Challenge rating
5
CHA
15 (+2)
CON
16 (+3)
DEX
16 (+3)
INT
12 (+1)
STR
6 (-2)
WIS
14 (+2)

Medium or Small Undead, Neutral Evil

AC 13 · Initiative +3 (13)

HP 67 (9d8 + 27)

Speed 5 ft., Fly 60 ft. (hover)

Ability Score Mod Save
Str 6 −2 −2
Dex 16 +3 +3
Con 16 +3 +3
Int 12 +1 +1
Wis 14 +2 +2
Cha 15 +2 +2

Resistances Acid, Bludgeoning, Cold, Fire, Piercing, Slashing

Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious

Senses Darkvision 60 ft.; Passive Perception 12

Languages Common plus two other languages

CR 5 (XP 1,800; PB +3)

Traits

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.

Sunlight Sensitivity. While in sunlight, the wraith has Disadvantage on ability checks and attack rolls.

Actions

Life Drain. Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.

Create Specter. 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.

Source · SRD 5.2.1 · page 342