Wraith, Oathrot

Medium Undead, neutral evil

Armor Class 13

Hit Points 52 (8d8 +16)

Speed fly +60, walk +0

Challenge 4

STR
6
-2
DEX
16
+3
CON
15
+2
INT
12
+1
WIS
14
+2
CHA
15
+2

Skills perception +2

Damage Resistances acid, cold, fire, lightning, thunder; nonmagic B/P/S attacks not made w/silvered weapons

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60', passive Perception 12

Languages the languages it knew in life

Special Abilities

Aura of Oathbreaking. Any creature that begins its turn within 30' of wraith: DC 13 Cha save or become cursed losing its resolve in important oaths it has taken. While cursed creature has disadvantage on Con saves to maintain concentration and can't add its proficiency bonus to ability checks and saves in which it is proficient. On success creature is immune to wraith's Aura of Oathbreaking for 24 hrs.

Incorporeal Movement. Move through others/objects as difficult terrain. Takes 5 (1d10) force if it ends turn in object.

Oathseeker. Can pinpoint the location of any cleric paladin celestial or other divine connected creature within 60' of it.

Sunlight Sensitivity. In sunlight disadvantage on attacks and Wis (Perception) checks that use sight.

Actions

Life Drain. Melee Weapon Attack: +5 to hit, 5 ft., one creature,. 20 (4d8+2) necrotic. The target must make DC 13 Con save or its hp max is reduced by amount equal to damage taken. Reduction lasts until target finishes long rest. Target dies if this reduces its hp max to 0.

Source: Tome of Beasts 3 · OGL/Open