Wraith Lord

Medium Undead. CR 13, AC 15, 171 HP. Traits: Aura of Fear, Evil, Incorporeal, Light Sensitivity, Undead Nature.

Armor class
15
Hit points
171
Challenge
13
Creature type
Undead
Size
Medium

Stat block

Cha
18
Con
20
Dex
20
Int
16
Str
14
Wis
18
Speed
Fly: 60; Walk: 40
Senses
truesight 120 ft., passive Perception 14
Skills
Actions
  • Multiattack. The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form it then makes a greatsword attack.
  • Life Drain. The wraith targets a creature within 5 feet forcing it to make a DC 18 Constitution saving throw. On a failure the creature takes 17 (5d6) necrotic damage or 24 (7d6) necrotic damage if it is frightened or surprised and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0.
  • Greatsword (Corporeal Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage and the target makes a DC 18 Constitution saving throw. On a failure the target is poisoned for 24 hours. While poisoned in this way the target can't regain hit points. If a creature dies while poisoned in this way its spirit rises as a wraith under the wraith lords control 1 minute after its death.
  • Paralyzing Terror. The wraith lord targets a frightened creature within 60 feet forcing it to make a DC 18 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
  • Create Wraith. The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control.
  • Corporeal Form (1/Day). The wraith lord takes on a material form. In material form it loses its incorporeal trait its fly speed and its immunity to the grappled prone and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied and it can do so voluntarily at any time as an action.
Languages
the languages it knew in life
Damage immunities
cold, necrotic, poison
Special abilities
  • Aura of Fear. A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours.
  • Evil. The wraith lord radiates an Evil aura.
  • Incorporeal. The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn.
  • Light Sensitivity. While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight.
  • Undead Nature. A wraith doesnt require air, food, drink, or sleep.
Damage resistances
acid, lightning, psychic, thunder; damage from nonmagical weapons
Condition immunities
charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.