Page 248 - Monster Manual Expanded III Dragonix
P. 248
Wraith Necromancer Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one
creature. Hit: 21 (4d8 + 3) necrotic damage. The target must
Medium undead, neutral evil
succeed on a DC 15 Constitution saving throw or its hit point
maximum is reduced by an amount equal to the damage taken.
Armor Class 13 (16 with mage armor)
This reduction lasts until the target finishes a long rest. The target
Hit Points 157 (21d8 + 63)
dies if this effect reduces its hit point maximum to 0.
Speed 0 ft., fly 60 ft. (hover)
Create Specter. The wraith targets a humanoid within 10 feet of it
STR DEX CON INT WIS CHA that has been dead for no longer than 1 minute and died violently.
6 (-2) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 15 (+2) 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
Saving Throws Int +8, Wis +6 control. The wraith can have no more than seven specters under its
Skills Arcana +8, History +8, Perception +6, Religion +8 control at one time.
Damage Resistances acid, cold, fire, lightning, thunder; Spellcasting. The wraith is an 12th-level spellcaster. Its spellcasting
bludgeoning, piercing, and slashing from nonmagical attacks that ability is Intelligence (spell save DC 16, +8 to hit with spell attacks).
aren't silvered It has the following wizard spells prepared:
Damage Immunities necrotic, poison
Cantrips (at will): dancing lights, mage hand, mending, ray of
Condition Immunities charmed, exhaustion, grappled, paralyzed,
frost (3d8), toll the dead (3d8 or 3d12)
petrified, poisoned, prone, restrained
1st level (4 slots): false life,* mage armor, ray of sickness*
Senses darkvision 60 ft., passive Perception 16
2nd level (3 slots): blindness/deafness,* ray of enfeeblement,* web
Languages the languages it knew in life
3rd level (3 slots): animate dead,* summon undead,* vampiric
Challenge 11 (7,200XP) Proficiency Bonus +4
touch*
4th level (3 slots): blight,* Evard's black tentacles, ice storm
Incorporeal Movement. The wraith can move through other 5th level (2 slots): cone of cold, negative energy flood*
creatures and objects as if they were difficult terrain. It takes 5 6th level (1 slot): create undead*, disintegrate
(1d10) force damage if it ends its turn inside an object.
Bonus Actions
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage
on attack rolls, as well as on Wisdom (Perception) checks that rely Command Undead. The wraith targets one undead ally it can see
on sight. within 30 feet of it. If the target can see or hear the giant, the target
Actions can use its reaction to make one melee attack or move up to half its
speed.
Wraith Shadow Priest target finishes a long rest. The target dies if this effect reduces its
hit point maximum to 0.
Medium undead, neutral evil
Create Specter. The wraith targets a humanoid within 10 feet of it
that has been dead for no longer than 1 minute and died violently.
Armor Class 13
The target's spirit rises as a specter in the space of its corpse or in
Hit Points 135 (18d8 + 54)
the nearest unoccupied space. The specter is under the wraith's
Speed 0 ft., fly 60 ft. (hover)
control. The wraith can have no more than seven specters under its
control at one time.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 18 (+4) 15 (+2) Shadowy Embrace (Recharge 5-6). Shadowy tendrils stream
forth from the wraith. Each creature within 20 feet of it must
Saving Throws Wis +8, Cha +6 succeed on a DC 15 Constitution saving throw. On a failed save, a
Skills Arcana +5, Perception +8, Religion +9 creature takes 10 (3d6) necrotic damage, and the target's Strength
Damage Resistances acid, cold, fire, lightning, thunder; score is reduced by 1d4. The target dies if this reduces its Strength
bludgeoning, piercing, and slashing from nonmagical attacks that to 0. Otherwise, the reduction lasts until the target finishes a short
aren't silvered or long rest. On a successful save, a creature takes half as much
Damage Immunities necrotic, poison damage. Constructs and undead are immune to this effect.
Condition Immunities charmed, exhaustion, grappled, paralyzed,
Spellcasting. The wraith is a 9th-level spellcaster. Its spellcasting
petrified, poisoned, prone, restrained
ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It
Senses darkvision 60 ft., passive Perception 18
has the following cleric spells prepared:
Languages the languages it knew in life
Cantrips (at will): guidance, mending, thaumaturgy, toll the
Challenge 9 (5,000 XP) Proficiency Bonus +4
dead (2d8 or 2d12)
1st level (4 slots): bane, command, false life, ray of sickness
Incorporeal Movement. The wraith can move through other
2nd level (3 slots): blindness/deafness, hold person, ray of
creatures and objects as if they were difficult terrain. It takes 5
enfeeblement, silence
(1d10) force damage if it ends its turn inside an object.
3rd level (3 slots): animate dead, bestow curse, dispel magic,
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage vampiric touch
on attack rolls, as well as on Wisdom (Perception) checks that rely 4th level (3 slots): banishment, blight, death ward, guardian of faith
on sight. 5th level (1 slot): antilife shell, contagion, cloudkill
Actions Bonus Actions
Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Shadow Step. While in dim light or darkness, the wraith teleports
Hit: 25 (5d8 + 3) necrotic damage. The target must succeed on a DC up to 60 feet to an unoccupied space it can see that is also in dim
15 Constitution saving throw or its hit point maximum is reduced by light or darkness. It then has advantage on the first melee attack it
an amount equal to the damage taken. This reduction lasts until the makes before the end of the turn.
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