Wraith

Wraith

Medium undead
Challenge

STR
−2
DEX
3
CON
3
INT
1
WIS
2
CHA
2

67
9d8+27
15
Fort
+4
Ref
+1
Will
+3
Damage resistances acid, cold, concussion, fire, lightning; bludgeoning, piercing, and slashing from attacks that aren’t silvered
Damage immunities necrotic, poison
Condition immunities bleeding, burning, charmed, diseased, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained

Speed 0 m., fly 10 m. (hover)
Skills Divinity (cha) +4 (15), Stealth +5 (16)
Senses darkvision 10 m.
Languages the languages it knew in life

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.

Maneuvers. The wraith uses maneuvers (maneuver save Difficulty 14). It has 5 stamina dice which are d8s, a dice limit of 2, regains all expended stamina dice when it finishes a long rest, and regains half its total stamina dice when it finishes a short rest. It knows the following maneuvers:

1 stamina die: ambush, cripple, spring attack

2 stamina dice: gag

Spellcasting. The wraith uses Divinity (cha) to cast spells (spell save Difficulty 13, +4 to hit with spell attacks). It has 2 mana, a mana limit of 1, regains all expended mana when it finishes a long rest, and regains half its total mana when it finishes a short rest. It knows the following spells:

1 mana: absorb spirit, consumptive field, life drain, path to the grave, spirit drain

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attacks, as well as on Perception checks that rely on sight.

Actions (2)

Life Drain (1/turn). Melee Weapon Attack: +5 to hit. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a Difficulty 14 Fortitude saving throw or its maximum health 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 maximum health to 0.

Animate Specter (1/turn). The wraith targets a humanoid within 2 meters 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.

Shadowfell, Underdarksrd

Maneuvers

As an action, you can use Stealth without using an action. Additionally, before the end of your next turn, you can add the stamina die to an attack’s damage (add half on a miss by 4 or less) if you have advantage on the attack, or if the creature is within 1 meter of an enemy of the creature that isn’t incapacitated and you don’t have disadvantage on the attack.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack to cripple the creature.

On a hit, add the stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it is slowed 1 until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance
You can augment this maneuver with the following options, expending stamina dice for each option.
  • You can increase the damage for each additional stamina die expended and the slowed level by 1 for every two additional stamina die expended.

  • You can expend 1 additional stamina die so the creature is slowed for 1 minute/stamina die. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

As an action, you can use the Dash action. If you move at least 3 meters straight toward a creature, you can make a melee weapon attack against it.

On a hit, add the stamina die to the attack’s damage.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

As an action, make a melee weapon attack to render the creature unable to speak.

On a hit, add one stamina die to the attack’s damage and the creature must succeed on a Fortitude saving throw or it can’t speak until the end of its next turn.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Enhance

You can increase the damage for each additional stamina die expended.

Spells

As a reaction, which you use when a creature within 5 meters of you dies, you can absorb its spirit. You gain 1d10 + your spellcasting ability temporary health.

Augment

You gain 1d10 additional temporary health for each additional mana expended.

As an action, consumptive energy ripples out from you. Each creature other than you in a sphere centered on you must make a Reflex saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 2d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment
You can augment this spell with the following options, expending mana for each option.
  • You can increase the damage by 1d8 for each additional mana expended.

  • You can expend 1 additional mana so the death field around you is continuous. The duration changes to 1 minute/mana, concentration and the death field remains around you in an aura shaped as a sphere. Until the spell ends, the aura moves with you, centered on you.

    Whenever a creature enters the area for the first time on a turn or starts its turn there, it must make the Fortitude saving throw. The damage is reduced to 2d4 and additional augments to the damage increase the damage by 1d4 for every two additional mana expended, instead of the normal increase.

As an action, you siphon life force from a creature that you can touch or see within 10 meters to heal your wounds. The creature must make a Fortitude saving throw. If the creature is a construct or an undead, the spell has no effect on it.

On a failure, it takes 3d8 necrotic damage.

On a critical failure, it takes twice as much damage.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

You regain health equal to half the amount of necrotic damage dealt.

Augment

You can increase the damage by 3d8 for each additional mana expended.

As an action, make a weapon attack.

On a hit, add 3d6 + your spellcasting ability necrotic damage to the attack’s damage roll.

On a critical hit, add twice as much damage.

On a miss by 4 or less, add half as much damage.

Augment

You can increase the damage by 4d6 for each additional mana expended.

As an action, you drain the spiritual energy from a creature that you can touch or see within 10 meters. The creature must make a Will saving throw. If the creature doesn’t have mana, ki, or stamina dice, the spell has no effect on it.

On a failure, it takes 2d6 necrotic damage, loses 1 mana, 2 ki, or 2 stamina dice (its choice), and is slowed 1 until the end of its next turn.

On a critical failure, it takes twice as much damage and is slowed 2 until the end of its next turn.

On a success, it takes half as much damage.

On a critical success, it takes no damage.

If the creature has slots that are not converted to mana, the GM removes an equivalent level slot. If the creature has innate spellcasting with a set amount each day, use the highest level slot from that section to determine if the slot is lost.

Augment

You can increase the damage by 5d6 and the target loses 1 additional mana or 2 additional stamina dice for each additional mana expended.