18 (breastplate, shield)
127 (15d8+60)
walk 30 ft.
Perception +4
necrotic; bludgeoning, piercing, slashing from nonmagical attacks
poison
exhaustion, frightened, poisoned, unconscious
darkvision 60 ft.
the languages it knew in life
8
As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.
The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.
The sword wraith makes two weapon attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warrior appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.
18 (breastplate, shield)
127 (15d8 + 60)
walk 30 ft.
Perception +4
necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
poison
exhaustion, frightened, poisoned, unconscious
darkvision 60 ft.
the languages it knew in life
8
+3
The commander and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn Undead.
The commander doesn't require air, food, drink, or sleep.
The commander makes two Longsword or Longbow attacks.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.
If the commander has taken damage during this combat, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warriors appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.
The commander makes one Longsword or Longbow attack, which deals an extra 9 (2d8) necrotic damage on a hit, and attack rolls against it have advantage until the start of its next turn.