Wraith
A wraith is bound to the place where it died, and no one saw it die. It passes through hulls and walls and attacks the nearest living creature.
- Physiology
- Undead
- Size
- Medium
- Speed
- 0 ft., fly 60 ft. (hover)
- Armor class
- 14
- Hit points
- 90 (12d8 + 36)
- Proficiency
- +3
- STR 6 -2 save -2
- DEX 17 +3 save +6
- CON 17 +3 save +3
- INT 12 +1 save +1
- WIS 14 +2 save +5
- CHA 15 +2 save +2
- Skills
- Stealth +6 , Perception +5
- Passive Perception
- 15
- Senses
- darkvision 60 ft.
- Languages
- Common, Netherspeech
- Damage resistances
- acid, cold, necrotic, bludgeoning, piercing, slashing
- Damage immunities
- poison
- Condition immunities
- charmed , exhausted , grappled , paralyzed , petrified , poisoned , prone , restrained
- Found in
- Settlement , Derelict Hull
Spells
Channels with CHA. Save DC 13, spell attack +5 .
A wraith's spells are all bent toward bringing a living creature to the place it died.
- At will Chill Touch , Darkness
- 1/day each Animate Dead , Fear
Traits
-
Incorporeal
Moves through creatures and objects as difficult terrain, and takes 1d10 force damage if it ends its turn inside an object.
-
Sunlight Aversion
Has disadvantage on attack rolls and Perception checks in direct sunlight.
Actions
-
Life Drain
+6 to hit · reach 5 ft.
2d8 + 3 necrotic damage
Two attacks. A creature reduced to 0 hit points by this dies.
-
Bind Shade
A humanoid that died within the last minute in the wraith's presence rises as a zombie under the wraith's control at the start of its next turn.
-
Retreat Through the Wall Reaction
When the wraith is hit by an attack, it takes half damage and moves up to 30 feet through walls, decking or hull without provoking opportunity attacks. It cannot end this movement more than 60 feet from the place it died.