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
STR
6
−2
DEX
16
+3
CON
16
+3
INT
12
+1
WIS
14
+2
CHA
15
+2

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.