Rift-Touched Wraith - AI-generated fantasy Monster

Rift-Touched Wraith

Rift-touched wraiths are not born from ordinary death. They are what remains when a soul is torn halfway between worlds and then forced back into a battlefield scar by violent magic. In the chronicles of Night's Gate, they are said to haunt the first breach in the city wall, whispering coordinates to unseen invaders and showing undead where to strike next.

MediumUndead(Undead)CR HighTypically chaotic evil

Rift-Touched Wraith

undeadspectralplanarsiegehauntingmobilitynecroticforce damage
HP102AC15SPDwalk 0 ft., fly 40 ft. (hover), can move through creatures and objects as if they were difficult terrainCR6 (2,300 XP)PerceptionStealthInsight
STR
10
DEX
20
save
CON
18
save
INT
16
WIS
14
save
CHA
18
save
Ethereal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 5 force damage and is shunted to the nearest unoccupied space.
Rift Anchor. While within 30 feet of a broken portal, planar scar, or major battlefield breach, the wraith has advantage on saving throws against being turned or banished.
Life-Thread Rend. The wraith's touch reduces a creature's hit point maximum until the target finishes a long rest or receives restoration magic.
Withering Touch. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 13 () necrotic damage. The target must succeed on a Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken until it finishes a long rest. A Humanoid reduced to 0 hit points by this attack dies and rises hours later as a wraith touched by the same rift, under the DM's control.
Rift Lance. Ranged Spell Attack: to hit, range 60 ft., one creature. Hit: 14 () force damage, and the target must succeed on a Strength saving throw or be pushed up to 15 feet in a straight line away from the wraith. If the target strikes a solid object, it takes an extra 7 () force damage and falls prone.
Fracturing Shriek. Each creature of the wraith's choice within 15 feet must make a Wisdom saving throw. On a failure, a creature takes 17 () psychic damage and is frightened of the wraith until the end of its next turn. On a success, it takes half damage and is not frightened. A creature that fails by 5 or more is also pulled up to 10 feet toward the nearest visible tear in space, or toward the wraith if no tear is visible.
Phase Recoil. When a creature the wraith can see hits it with a melee attack, the wraith halves the attack's movement implication by slipping 10 feet to an unoccupied space it can see. This movement does not provoke opportunity attacks, and the attacker must succeed on a Wisdom saving throw or have disadvantage on its next attack roll against the wraith before the end of its next turn.
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