Free interactive D&D 5e SRD stat block

Wraith

Medium Undead, CR 5, AC 13, 67 HP. Neutral Evil.

Medium Undead, Neutral Evil

AC
13
Initiative
+3 (13)
HP
67 (9d8+27)
Speed
5 ft., Fly 60 ft. (hover)
ScoreModSave
STR 6 -2 -2
DEX 16 +3 +3
CON 16 +3 +3
INT 12 +1 +1
WIS 14 +2 +2
CHA 15 +2 +2
Resistances
Acid, Bludgeoning, Cold, Fire, Piercing, Slashing
Immunities
Necrotic, Poison, Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Senses
Darkvision 60 ft.; Passive Perception 12
Languages
Common plus two other languages
CR
5 (XP 1,800; PB +3)

Traits

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.

How to run Wraith

A wraith is a hate-shaped hole that floats through walls and feeds on living souls. The mechanical signature is Life Drain (+6 to hit, 21 necrotic average, and the target's hit point maximum drops by the damage taken until a long rest with a Greater Restoration on top), plus Incorporeal Movement that makes terrain irrelevant. Run it as a haunting first and a fight second.

Stage the encounter at night and indoors. Sunlight Sensitivity gives the wraith disadvantage on attacks and ability checks in sunlight, so a daytime fight in the open is the wraith losing. The wraith knows this and picks crypts, dungeon halls, and the inside of a manor at three in the morning. Hover 60 ft. with a 5-foot walk means it never touches the floor; it drifts through walls and ends its turn in safe space, because Incorporeal Movement costs 1d10 force damage if it ends inside an object.

Open with Life Drain on the squishiest target the wraith can reach. Spellcasters and ranged characters lose hit point maximum on every hit, which means a cleric who took two strikes is functionally a third-level cleric for the rest of the day. Resistance to bludgeoning, piercing, and slashing (plus acid, cold, fire) and immunity to necrotic and poison turn most martial damage to half. Force, radiant, thunder, and lightning are the answers; if the party brought none of those, the fight is going to last.

Create Specter is the campaign threat. The wraith targets a Humanoid corpse dead less than one minute and raises a specter under its control, up to seven at a time. Use this on a slain NPC the party tried to save, or once per campaign on a freshly killed party member as a horror beat. The wraith does not need to use this in combat; it uses it in the scene after, while the party stands over the body deciding whether to rest.

Have the wraith say the player's character name once, in the voice of someone that PC has already lost. The fight is half mechanics and half temperature.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

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