Medium undead, neutral evil
- Armor Class
- 13
- Hit Points
- 45 (6d8 + 18)
- Speed
- fly 60 ft., 0 ft.
- Challenge
- 3 (700 XP)
STR
6
-2
DEX
16
+3
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
15
+2
- Damage Resistances
- acid; cold; fire; lightning; thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
- Damage Immunities
- necrotic; poison
- Condition Immunities
- charmed; grappled; paralyzed; petrified; poisoned; prone; restrained
- Senses
- darkvision 60 ft., passive Perception 12
- Languages
- Common, Infernal
Traits
Incorporeal Movement.
The wraith can move through an object or another creature, but can't stop there.
Sunlight Sensitivity.
While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.
Actions
Life Drain.
Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target's hit point maximum to 0, the target dies. This reduction to the target's hit point maximum lasts until the target finishes a long rest.