LGtC:Wrath of Sithis

Wrath of Sithis
Medium undead, neutral evil

Armor Class 15 (natural armor)
Hit Points 97 (13d8 + 39)
Speed 0 ft., fly 60 ft. (hover)

16 (+3) 19 (+4) 16 (+3) 18 (+4) 14 (+2) 14 (+2)

Saving Throws Agi +8, Int +8, Wil +8
Skills Acrobatics +8, Deception +6, Intimidation +6, Religion +8, Stealth +8
Damage Vulnerabilities {{{vulnerabilities}}}
Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing and slashing from nonmagical weapons that aren't silvered
Damage Immunities cold, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages all but rarely speaks

Challenge 11 (7,200 XP)Proficiency Bonus +4
Ambusher. The wrath of sithis has advantage on attack rolls against any creature it has surprised.

Incorporeal Movement. The wrath of sithis 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.

Sithis' Wrath. The wrath of sithis knows the distance to and direction of any creature that broke any of the five tenets of the Dark Brotherhood, even if the creature and the wrath of sithis are on different planes of existence. If the creature being tracked by the wrath of sithis dies, the wrath knows.

Sunlight Sensitivity. While in sunlight, the wrath has disadvantage on attack rolls, as well as on Willpower (Perception) checks that rely on sight.
Multiattack.The wrath makes three attacks: two with its Dagger of Discipline and one with Touch of the Void.

Dagger of Discipline. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage and 9 (2d8) necrotic damage. If the target is a creature who broke one of the five tenets, the target takes an extra 9 (2d8) necrotic damage, and the wrath regains hit points equal to the necrotic damage dealt.

Touch of the Void. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) necrotic damage. If the target is a creature who broke one of the five tenets, the target takes an extra 10 (3d6) necrotic damage.

Sithis' Curse (1/Day). The wrath targets one creature it can see within 60 feet of it. The target must succeed on a DC 16 Willpower saving throw against this magic or become cursed by the wraith. If the creature has broken one of the five tenets, it has disadvantage on the save. While cursed in this way, a creature's Strength, Endurance and Willpower score are reduced by 2, its speed is reduced by 15 feet, and its hit point maximum is reduced by 21 (6d6), and the wrath regains hit points equal to that amount. The target dies if this effect reduces its hit point maximum to 0. If the target dies while curse, its soul goes to the void and it can't be revived except by a wish spell. The curse lasts until it is lifted by a remove curse spell or similar magic.

Found In: Legionnaire's Guide to Cyrodiil