LGtC:Wraith

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Wraith
Medium undead, neutral evil

Armor Class 14 (natural armor)
Hit Points 55 (10d8 + 10)
Speed 0 ft., fly 30 ft. (hover)

STR AGI END INT WIL PER
16 (+3) 15 (+2) 13 (+1) 16 (+3) 14 (+2) 11 (+0)

Saving Throws {{{saves}}}
Skills Arcana +6, History +6, Religion +6
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life

Challenge 5 (1,800 XP)Proficiency Bonus +3
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 Willpower (Perception) checks that rely on sight.



Actions
Multiattack. The wraith makes three attacks: one with its Longsword and two with Icy Touch.


Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage plus 7 (3d4) necrotic damage, or 8 (1d10 + 3) slashing damage plus 7 (3d4) necrotic damage if used with two hands.

Icy Touch. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 10 (2d6 + 3) cold damage, and the target's movement speed is halved until the end of its next turn.

Spellcasting. The wraith casts one of the following spells, using Intelligence as the spellcasting attribute (spell save DC 14, +6 to hit with spell attacks). The wraith is a 5th level spellcaster and has 17 magicka points:
At will: chill touch, thaumaturgy
Apprentice (3 magicka): Baronoff's bloody icicle, misty step, silence
Expert (5 magicka): fear, hold person (cast at 3rd level)

Wraith's Curse (1/Day). The wraith targets one creature it can see within 60 feet of it. The target must succeed on a DC 14 Willpower saving throw against this magic or become cursed by the wraith. While cursed in this way, a creature's Strength and Endurance scores are reduced by 2 and its hit point maximum is reduced by 10 (3d6), and the wraith regains hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0. The curse lasts until it is lifted by a remove curse spell or similar magic.

Found In: Legionnaire's Guide to Cyrodiil