15
112 (15d10 + 30)
0 ft., fly 60 ft. (hover)
acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
poison
charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
darkvision 60 ft.
the languages it knew in life
10
Any creature that starts its turn within 30 ft of the mist phantom must succeed on a DC 16 Constitution saving throw or take 7 (2d6) necrotic damage and grant the mist phantom advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura.
The mist phantom can move through other creatures and objects as if they were difficult terrain. It takes 3 (1d6) force damage if it ends its turn inside an object.
The mist phantom takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist wraith has disadvantage on attack rolls and ability checks.
The mist phantom has advantage on saving throws against any effect that turns undead.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage plus the target must succeed on a DC 16 Constitution saving throw (undead and constructs automatically succeed), or it takes 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.