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Wraith
Size
Medium
Monster Race
Undead
Alignment
Neutral Evil
Armor Class
13
Hit Points
67 (9d8 + 27)
Speed
0m, fly 12m (hover)
Attributes
STR
6 (-2)
DEX
16 (+3)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
15 (+2)
Features
Damage Resistance
Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered
Damage Immunities
Necrotic, Poison
Condition Immunities
Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses
Darkvision 12m, passive perception 12
Languages
The languages it knew in life
Challenge
5 (1,800 XP)
Abilities
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 attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Life Drain
Melee Weapon Attack: +6 to hit, reach 1m, one creature. Hit: (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 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
Create Specter
The wraith targets a humanoid within 2m of it that has been dead for no longer than 1 minute and died violently. 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 one time.