Wraith (5e Creature)

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Wraith[edit]

Large monstrosity, any alignment


Armor Class 18 (natural armor)
Hit Points 180
Speed 0 ft., fly 50 ft. (hover)


STR DEX CON INT WIS CHA
15 (+2) 25 (+7) 20 (+5) 20 (+5) 15 (+2) 15 (+2)

Saving Throws Str +8, Dex +13, Con +11, Int +11, Wis +8, Cha +8
Skills Acrobatics +13, Athletics +8, Deception +8, Insight +8, Intimidation +8, Investigation +11, Nature +11, Perception +8, Sleight of Hand +13, Stealth +13, Survival +8
Proficiency Bonus +6
Damage Resistances cold, force; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, poisoned
Senses blindsight 120 ft., passive Perception 18 ft., passive Perception 18
Languages understands Abyssal and Common but can't speak
Challenge 20 (25,000 XP)


Legendary Resistance (3/Day). If the Wraith fails a saving throw, it can choose to succeed instead.

Magic Weapons. The Wraith's weapon attacks are magical.

ACTIONS

Multiattack. The Wraith makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack. +14 to hit, reach 5 ft., one target. Hit: 21 (2d12 + 8) piercing damage.

Claw. Melee Weapon Attack. +14 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) slashing damage.

Tail. Melee Weapon Attack. +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.

Supernova. The Wraith Charges itself with a bright white light gaining several bonuses. As a bonus action the Wraith may activate this move. For the next 2 turns the Wraith may make an additional action only for the attack action but can only move half of its movement speed and cannot use other abilities for the duration. This move has a cooldown of 2 turns after the affects wear off.

Warp Blast. The Wraith dashes forwards before letting out an explosion. As an action the Wraith may choose a location within 30ft. It moves to that location and all creatures within a 20ft radius of you must make a constitution saving throw. On failure they take 8d6 radiant damage and are knocked 10ft away from the user. On successful save the creature takes half damage. The cooldown for this move is 3 turns.

Abduction. The Wraith dashes towards a target in an attempt to drag them away before returning back to its original location. As a bonus action, choose a creature within 20ft. They must make a strength saving throw or be dragged back with you and placed anywhere within 5ft around you taking 4d8 necrotic damage.


LEGENDARY ACTIONS

The Wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Wraith regains spent legendary actions at the start of its turn.

Detect. The Wraith makes a Wisdom (Perception) check.
Tail. The Wraith makes a tail attack.
Warp. The Wraith may use misty step without material components.
Decoy (Costs 3 Actions). The Wraith sends out a decoy that attacks the nearest enemy to it. As a bonus action you may activate this ability. It has half your total HP and lasts 3 rounds. Upon death, all creatures within 10ft of it must make a con save. On failure they take 3d6 radiant damage or half as much on successful save. This ability has a cooldown of 4 turns.

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