Nightmare Wraith (5e Creature)

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Nightmare Wraith[edit]

Large undead, chaotic evil


Armor Class 14
Hit Points 85 (10d10 + 30)
Speed 60 ft., fly 90 ft.


STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 16 (+3) 10 (+0) 13 (+1) 16 (+3)

Proficiency Bonus +3
Damage Resistances acid, cold, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire, necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
Languages understands Abyssal, Common, and Infernal but can't speak
Challenge 6 (2,300 XP)


Confer Fire Resistance. The wraith can grant resistance to fire damage to anyone riding it.

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.

Magic Resistance. The wraith has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

ACTIONS

Hooves. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage plus 3 (1d6) necrotic damage and 3 (1d6) fire damage.

Life Drain. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 22 (4d8 + 4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Shadow Stride. The wraith and up to three willing creatures within 5 feet of it magically enter Shadowfell from the Material Plane, or vice versa.


A nightmare taken to Shadowfell and spent so much time as to where it is warped by the very nature of the plane as to where it becomes embodied by a wraith.

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