Wraith Lord
Medium Undead, (CR 13)Armor Class 15
Hit Points 171 (18d8+90)
Speed 40 ft., fly 60 ft.
14 (+2)
20 (+5)
20 (+5)
16 (+3)
18 (+4)
18 (+4)
Skills
Senses truesight 120 ft., passive Perception 14
Languages the languages it knew in life
Challenge Rating 13
Actions
Multiattack.
The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form it then makes a greatsword attack.
Life Drain.
The wraith targets a creature within 5 feet forcing it to make a DC 18 Constitution saving throw. On a failure the creature takes 17 (5d6) necrotic damage or 24 (7d6) necrotic damage if it is frightened or surprised and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0.
Greatsword (Corporeal Form Only).
Melee Weapon Attack: +10 to hit reach 5 ft. one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage and the target makes a DC 18 Constitution saving throw. On a failure the target is poisoned for 24 hours. While poisoned in this way the target can't regain hit points. If a creature dies while poisoned in this way its spirit rises as a wraith under the wraith lords control 1 minute after its death.
Paralyzing Terror.
The wraith lord targets a frightened creature within 60 feet forcing it to make a DC 18 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success.
Create Wraith.
The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control.
Corporeal Form (1/Day).
The wraith lord takes on a material form. In material form it loses its incorporeal trait its fly speed and its immunity to the grappled prone and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied and it can do so voluntarily at any time as an action.
sizeMedium
typeUndead
group
alignment
strength_save
dexterity_save
constitution_save
intelligence_save
wisdom_save
charisma_save
perception
damage_vulnerabilities
damage_resistancesacid, lightning, psychic, thunder; damage from nonmagical weapons
damage_immunitiescold, necrotic, poison
condition_immunitiescharmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
cr13
reactions
legendary_desc
legendary_actions
special_abilitiesname: Aura of Fear,desc: A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours.,name: Evil,desc: The wraith lord radiates an Evil aura.,name: Incorporeal,desc: The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn.,name: Light Sensitivity,desc: While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight.,name: Undead Nature,desc: A wraith doesnt require air, food, drink, or sleep.
spell_list
page_no428
document__license_urlhttp://open5e.com/legal
document__slugmenagerie
document__titleLevel Up Advanced 5e Monstrous Menagerie
document__urlhttps://www.levelup5e.com
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Level Up Advanced 5e Monstrous Menagerie, page no. 428