AC 13
HP 67 (9d8 + 27; bloodied 33)
Speed 0 ft., fly 60 ft. (hover)
Proficiency +3; Maneuver DC 14
Damage Immunities necrotic, poison
Damage Resistances acid, cold, lightning, thunder; damage from nonmagical, non-silvered weapons
Condition Immunities charmed , fatigue , grappled , paralyzed , petrified , poisoned , prone , restrained , unconscious
Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in life
Aura of Fear. A creature that starts its turn within 10 feet of a wraith makes a DC 13 Wisdom saving throw . On a failure, it is frightened until the start of its next turn. If a creature’s saving throw is successful or the effect ends for it, it is immune to any wraith’s Aura of Fear for 24 hours.
Evil. The wraith radiates an Evil aura.
Incorporeal. The wraith can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn.
Light Sensitivity. While in sunlight or bright light cast by a fire, the wraith has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
Undead Nature. A wraith doesn’t require air, food, drink, or sleep.
ACTIONS
Life Drain. The wraith targets a creature within 5 feet, forcing it to make a DC 14 Constitution saving throw . On a failure, the creature takes 14 (4d6) necrotic damage, or 21 (6d6) necrotic damage if it is frightened or surprised , and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0.
Create Specter. The wraith touches a humanoid corpse it killed less than 1 day ago. The creature’s spirit rises as a specter under the wraith’s control.
Combat
The wraith strikes the weakest-looking or most isolated target, phasing through a solid object to attack if possible. It stays close to its target in order to inflict fear on it, thus gaining the most from its Life Drain. Once a creature is no longer frightened by it, it flies away (taking opportunity attacks if necessary) and tries to frighten and drain another target. It flees if it takes force, radiant, or psychic damage while bloodied .
Names
Avanar, Chilblain, The Mist King, Lord Nihil, Queen Sundrelas, Winterthane
Legends and Lore
With an Arcana or Religion check, characters can learn the following:
DC 10 Wraiths are the spirits of mortals so evil their malevolence endures into undeath.
DC 15 A wraith’s touch drains the life essence from mortal creatures. A humanoid killed by a wraith may rise again as a specter under the wraith’s control.
DC 20 Wraiths are resistant to mundane weapons, unless they are silvered. They dislike bright light, as well.
A wraith is an incorporeal spirit of pure hatred and malice. Its very existence destroys life around it. It leaves a trail of desiccated plants in its wake, and fleeing wildlife precedes its passage.
Vile Transformation. A wraith is formed when a humanoid with an evil alignment dies. The humanoid’s spirit, dedicated to cosmic evil and warped by depravity, becomes so suffused with negative energy that it is transformed at the moment of death into a font of cold, nullifying force. It turns its back on its former ambitions, dedicating itself to a new goal: the destruction of all life.
Sire of Specters. A wraith can create a specter from the spirit of a humanoid creature that has recently died by violence. This specter obeys the commands of the wraith that created it. A wraith left unchecked can create an army of undead that can devastate a countryside, leaving behind nothing but dead land and rotting corpses.
1-3 Hunting for life to extinguish
4 On a mission to kill a particular individual
5 Raising an undead army or leading a raid
6 Studying a map or an evil tome
1 Nonmagical flames wink out
2 A patrolling specter
3 Travelers’ skin prickles with goosebumps
4 Shadows cast by natural light are inky black
5 A path of blackened and withered plants
6 The air is cold; frost covers every surface
Wraiths can dwell in any environment but favor subterranean lairs and cold climes.
CR 5–10 1 or 2 wraiths ; wraith with 3 or 4 ghouls , shadows , or specters
Treasure 9 jet gemstones (100 gp each), spell scrolls of false life and gentle repose
CR 11–16 wraith lord ; wraith with 3 or 4 wights ; wraith with 1d6 + 4 ghouls or specters
Treasure 2,300 gp, potion of mind reading , wand of magic missile
CR 17–22 wraith lord with 1 or 2 wraiths ; wraith lord with 1d4 + 5 specters ; wraith lord with wight and 10 or 20 skeletons or zombies
Treasure twisted platinum crown (7,500 gp), potion of poison , oil of etherealness , 1 greatsword (named Zova Dul; an attuned wielder gains resistance to radiant damage)