Shadow Wraith

The Obsidian Tribunal creates shadow wraiths by binding condemned souls to negative-energy ley lines, execution grounds, or fragments of enchanted judgment chains. Unlike lesser undead, a shadow wraith remembers the law that condemned it, even when the verdict was false. Tribunal inquisitors use these creatures as silent investigators and living threats, sending them after witnesses who escape midnight trials. Some wraiths eventually turn against their creators when they discover the soul-binding rite was engineered to erase the truth of their final judgment.

Mediumundead(undead)CR CR 7, dangerous elite controllertypically neutral evil

Shadow Wraith

undeadincorporealshadowsoul-boundTribunalcontrollerambusherhorror
HP110AC17SPDfly 60 ft., hover, can move through creatures and objects as if they were difficult terrainCR7 (2,900 XP)PerceptionStealthInvestigationIntimidation
STR
7
DEX
16
save
CON
15
INT
12
WIS
15
save
CHA
17
save
Incorporeal Movement. The wraith can move through creatures and objects as if they were difficult terrain. It takes 5 () force damage if it ends its turn inside an object.
Shadow Veil. While in dim light or darkness, the wraith has advantage on Dexterity (Stealth) checks and can take the Hide action as a bonus action.
Condemned Echoes. A creature that dies within 30 feet of the wraith rises as a shadowy husk at the end of the wraith's next turn. The husk is an unthinking undead servant with 1 hit point that collapses after 1 minute. A creature can prevent this transformation with radiant damage or by succeeding on a Wisdom (Religion) check as an action.
Unquiet Sentence. The wraith has advantage on saving throws against effects that turn undead. If it succeeds on such a save, it can immediately move up to half its flying speed.
Undead Nature. The wraith does not need to eat, drink, sleep, or breathe.
Multiattack. The shadow wraith makes two Umbral Touch attacks. It can replace one attack with Dreadful Manifestation if available.
Umbral Touch. Melee Spell Attack: to hit, reach 5 ft., one creature. Hit: 17 () necrotic damage, and 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. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Dreadful Manifestation. The shadow wraith exhales a wave of grave-cold darkness in a 30-foot cone. Each creature in the area must make a Constitution saving throw, taking 36 () necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save is frightened until the end of the wraith's next turn. The wraith cannot use this action again until it finishes a short or long rest, or until it spends 3 legendary actions to recharge it.
Unmoor the Living. The shadow wraith targets one creature it can see within 60 feet that is frightened, wounded, or standing in dim light or darkness. The target must succeed on a Wisdom saving throw or be magically teleported to an unoccupied space within 30 feet of the wraith, taking 10 () psychic damage. The wraith can then move up to half its flying speed without provoking opportunity attacks.
Shadow Slip. When the wraith is hit by an attack while in dim light or darkness, it halves the attack's damage and moves up to 15 feet without provoking opportunity attacks. It cannot use this reaction if it is incapacitated.
Drift Through Darkness. The wraith moves up to half its flying speed without provoking opportunity attacks.
Umbral Touch. The wraith makes one Umbral Touch attack.
Whispered Verdict (Costs 2 Actions). The wraith targets one creature within 30 feet that can see it. The target must succeed on a Wisdom saving throw or become frightened until the end of its next turn.
Sentence of Night (Costs 3 Actions). The wraith uses Dreadful Manifestation, if available. If it is unavailable, the wraith instead makes one Umbral Touch attack and regains 10 hit points.
Cantrips
Minor IllusionIllusion The wraith creates an illusory sound, image, or whispered phrase within 30 feet. The effect lasts for 1 minute and often resembles a dead witness, a gavel strike, or a fragment of a lost verdict.
1st level
Cause FearNecromancy The wraith attempts to frighten one creature within 30 feet that can see or hear it. The target must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The target repeats the save at the end of each of its turns.
2nd level
DarknessEvocation The wraith creates a 20-foot-radius sphere of magical darkness centered on a point within 60 feet. The darkness lasts for 10 minutes, requires concentration, and cannot be dispelled by nonmagical means. The wraith can see through it.
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