13
67 (9d8 + 27)
walk 0 ft., fly NULL ft., canHover True ft.
Acid, Cold, Fire, Lightning, Thunder, bludgeoning, Piercing or Slashing damage from nonmagical attacks that aren't silvered
Necrotic, Poison
Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
darkvision 60 ft.
the languages it knew in life
6
+3
The wraith is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The wraith knows the following sorcerer spells: • At will: mage hand, magic missile, minor illusion • 3/Day: lightning bolt • 1/Day: hypnotic pattern
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.
While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum 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 hit point maximum to 0.
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 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.