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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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