A wraith was an undead creature born of evil and darkness, despising light and everyone living things. they might drain the life from living creatures, turning them into new wraiths upon death. Wraiths were powerless in natural sunlight, appearing as a sinister, spectral figure robed darkly. that they had no visual features or appendages, apart from their glowing red eyes.
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 features a disadvantage on attack rolls, also as on Wisdom (Perception) checks that believe the sight.
Life Drain: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount adequate to the damage taken. This reduction lasts until the target finishes an extended rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter: The wraith targets a humanoid within 10 feet of it that has been dead for not than 1 minute and died violently. The target’s spirit rises as a specter within the space of its corpse or within the nearest unoccupied space. The specter is under the wraith’s control. The wraith can haven’t any quite seven specters under its control at just one occasion.
This ghostly creature is small quite a dark shape with two flickering pinpoints of sunshine where its eyes should be.
Wraiths are like extra-powerful specters, possessing similar resistances and immunities, a similar incorporeal nature, and therefore the same Life Drain ability. All their ability scores are higher, making them above-average in everything except Strength, but most notably in Dexterity, Constitution, and Wisdom—the “big three” of saving throws. These traits, plus a large wodge of hit points and a wicked fast 60-foot flying speed, make them a terrifying foe.
Wraiths’ compulsion is malice, and therefore the purer the center, the more they need to ascertain it stop beating. They fly in, lock on to the best paragon of goodness within the party and begin Draining. Multiple wraiths will probably all be drawn to a similar target, but have a heart: even one wraith may be a deadly encounter for a celebration of 4 third-level characters or one seventh-level character.
One feature wraiths have that sets them aside from specters is Create Specter: they will take a humanoid who’s died violently within the eleventh hour (I’d rule that this includes dying as a result of their own Life Drain) and lift a specter from his or her corpse. Naturally, they’ll be particularly keen to try to do this to the victims they lusted most to kill. But turning a PC into a specter may be a cold thing to try and do. This beyond removes the curse, beyond greater restoration, beyond raise dead.
Wraiths hit by radiant damage or a silvered or magical weapon switch to attacking other opponents but return thereto attacker with renewed intensity once they can do so in slightly greater numbers (enough to constitute a Deadly encounter but just barely).