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Wraiths







        Wraith Mages
        When ambitious mages become obsessed with power and
        knowledge, they push themselves beyond their limits and
        dabble with dark magic they don’t fully understand. They often
        take shortcuts and ignore the risks. It only takes a potent spell
        to malfunction or an experiment to go terribly awry, and they
        inadvertently unleash powerful negative energy that consumes
        their bodies and souls. If these mages also lived a depraved life,
        they may not pass to the afterlife. Instead, their spirit reforms as a
        malevolent wraith, but with their memories and knowledge intact.
        Insane and filled with hate for the living, they now use their magic
        to destroy all life.
















         Wraith Archmage

         Medium undead, neutral evil

         Armor Class 13 (16 with mage armor)
         Hit Points 202 (27d8 + 81)
         Speed 0 ft., fly 60 ft. (hover)

             STR           DEX           CON           INT           WIS           CHA
                  6 (-2)        16 (+3)       16 (+3)     21 (+5)      19 (+4)      20 (+5)
         Saving Throws Int +10, Wis +9                           an amount equal to the damage taken. This reduction lasts until the
         Skills Arcana +10, History +10, Perception +9, Religion +10   target finishes a long rest. The target dies if this effect reduces its hit
         Damage Resistances acid, cold, fire, lightning, thunder;   point maximum to 0.
           bludgeoning, piercing, and slashing from nonmagical attacks that
                                                                 Create Specter. The wraith targets a humanoid within 10 feet of it
           aren't silvered
                                                                 that has been dead for no longer than 1 minute and died violently.
         Damage Immunities necrotic, poison
                                                                 The target's spirit rises as a specter in the space of its corpse or in
         Condition Immunities charmed, exhaustion, grappled, paralyzed,   the nearest unoccupied space. The specter is under the wraith's
           petrified, poisoned, prone, restrained                control. The wraith can have no more than seven specters under its
         Senses darkvision 60 ft., passive Perception 19
                                                                 control at one time.
         Languages the languages it knew in life
         Challenge 14 (11,500XP)      Proficiency Bonus +5       Spellcasting. The wraith is an 18th-level spellcaster. Its spellcasting
                                                                 ability is Intelligence (spell save DC 18, +10 to hit with spell attacks).
                                                                 The wraith can cast disguise self and invisibility at will and has the
         Incorporeal Movement. The wraith can move through other
                                                                 following wizard spells prepared:
         creatures and objects as if they were difficult terrain. It takes 5
         (1d10) force damage if it ends its turn inside an object.  Cantrips (at will): fire bolt (4d10), light, mage hand, prestidigitation,
                                                                   sword burst (4d6)
         Magic Resistance. The wraith has advantage on saving throws
                                                                 1st level (4 slots): detect magic, mage armor,* magic missile, shield
         against spells and other magical effects.
                                                                 2nd level (3 slots): detect thoughts, mirror image, misty step
         Sunlight Sensitivity. While in sunlight, the wraith has disadvantage   3rd level (3 slots): counterspell, dispel magic, fear, lightning bolt
         on attack rolls, as well as on Wisdom (Perception) checks that rely   4th level (3 slots): banishment, Evard's black tentacles, fire shield
         on sight.                                               5th level (3 slots): cloudkill, cone of cold, scrying
         Actions                                                 6th level (1 slot): disintegrate
                                                                 7th level (1 slot): teleport
         Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.   8th level (1 slot): Abi-Dalzim’s horrid wilting
         Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC   9th level (1 slot): time stop
         16 Constitution saving throw or its hit point maximum is reduced by   *The wraith casts these spells on itself before combat.
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