Wraith
Monster Manual (2025) p. 336
- Size
- Small
- Type
- undead
- Alignment
- neutral evil
- AC
- 13
- Initiative
- 3
- Hit Points
- 67 (9d8+27)
- Speed
- walk 5 ft., fly 60 ft. (hover)
- Resistances
- acid, bludgeoning, cold, fire, piercing, slashing
- Immunities
- necrotic, poison
- Condition Immunities
- charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
- Senses
- darkvision 60 ft.
- Passive Perception
- 12
- Languages
- Common plus two other languages
- Challenge
- 5
- Environment
- planar (shadowfell), underdark
Traits
Proficiency Bonus
+3
Size
Small, Medium
Incorporeal Movement
The wraith can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object.
Sunlight Sensitivity
While in sunlight, the wraith has Disadvantage on ability checks and attack rolls.
Actions
Life Drain
Melee Attack Roll: +6, reach 5 ft. Hit: 21 (4d8 + 3) Necrotic damage. If the target is a creature, its Hit Point maximum decreases by an amount equal to the damage taken.
Create Specter
The wraith targets a Humanoid corpse within 10 feet of itself that has been dead for no longer than 1 minute. 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 control. The wraith can have no more than seven specters under its control at a time.
Other data
description
Wraiths are spectral evils, life-hungry embodiments of malice and terror. Arising from the souls of tyrants, moments of catastrophic pain, or magical blasphemies, wraiths spread suffering and the torment of undeath. Humanoids that die near a wraith might be entrapped by the foul spirit and rise as specters bound to the wraith's sinister will. Wraiths lurk in forgotten dungeons, accursed ruins, or lands influenced by sinister planes of existence. Such haunted domains might bear hints of the tragedies or foul magic that brought the wraiths into being.