You recieved a letter to attend a ball hosted by a mysterious Marquis. Things are not as it seems.
Played | 29 times |
Cloned | 0 times |
Created | 248 days ago |
Last Updated | 58 days ago |
Visibility | Public |
Description
Wraiths are tormented spirits of the dead, driven by endless pain and a profound sense of betrayal. Bound to the places that held significance in their mortal lives, they emerge under the veil of night, haunting cemeteries, ruins, and forgotten homes. These malevolent entities exist in a constant state of immateriality, making them nearly invulnerable to conventional weapons, while their hatred for the living fuels their relentless attack against those who disturb their rest.
Size | Medium |
Type | Undead |
CR | 5 |
XP | 1800 |
Languages | Understands Common but cannot speak. |
Armor Class | 15 |
HP Range | 55 - 75 (Avg: 65) |
Damage Vulnerabilities | None |
Damage Resistances | None |
Damage Immunities | None |
Condition Immunities | None |
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.
Life Drain
Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (5d10) necrotic damage, and the wraith regains hit points equal to half the necrotic damage dealt.
Moonlight Weakness
Wraiths are particularly vulnerable during moonless nights, suffering disadvantage on all attack rolls and saving throws.
Paralyzing Touch
The wraith reaches out to touch a creature. The target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.