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Wraith Lord

Size
Medium
Type
Undead
Challenge Rating
13
Source
Level Up Advanced 5e Monstrous Menagerie
Armor Class
15
Speeds
40, fly 60
Walking Speed
40
Flying Speed
60
Strength Score
14
Dexterity Score
20
Constitution Score
20
Intelligence Score
16
Wisdom Score
18
Charisma Score
18
Vision
True Sight (120ft)
Languages Ref
the languages it knew in life
Hit Points
171
Condition Immunities
Charmed, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
Resistances
Resistant to Acid Damage, Resistant to Lightning Damage, Resistant to Psychic Damage, Resistant to Thunder Damage, Resistant to Non-Magical Damage, Immune to Cold Damage, Immune to Necrotic Damage, Immune to Poison Damage

Medium undead


Armor Class 15

Hit Points 171 (18d8+90)

Speed 40 ft., fly 60 ft.


STR
14 (+2)
DEX
20 (+5)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)

Damage Resistances acid, lightning, psychic, thunder; damage from nonmagical weapons

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, fatigue, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious

Senses truesight 120 ft., passive Perception 14

Languages the languages it knew in life

Challenge 13 (10,000 XP)

Aura of Fear. A creature that starts its turn within 30 feet of a wraith lord makes a DC 17 Wisdom saving throw. On a failure, it is frightened until the start of its next turn. If a creatures saving throw is successful or the effect ends for it, it is immune to any wraith or wraith lords Aura of Fear for 24 hours.

Evil. The wraith lord radiates an Evil aura.

Incorporeal. The wraith lord can move through creatures and objects. It takes 5 (1d10) force damage if it ends its turn inside an object. If it takes radiant damage, it loses this trait until the end of its next turn.

Light Sensitivity. While in sunlight or bright light cast by a fire, the wraith lord has disadvantage on attack rolls, as well as on Perception checks that rely on sight.

Undead Nature. A wraith doesnt require air, food, drink, or sleep.

Actions

Multiattack. The wraith lord can use Paralyzing Terror. It then uses Life Drain twice. If in corporeal form it then makes a greatsword attack.

Life Drain. The wraith targets a creature within 5 feet forcing it to make a DC 18 Constitution saving throw. On a failure the creature takes 17 (5d6) necrotic damage or 24 (7d6) necrotic damage if it is frightened or surprised and its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. It dies if its hit point maximum is reduced to 0.

Greatsword (Corporeal Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 17 (5d6) poison damage and the target makes a DC 18 Constitution saving throw. On a failure the target is poisoned for 24 hours. While poisoned in this way the target can't regain hit points. If a creature dies while poisoned in this way its spirit rises as a wraith under the wraith lords control 1 minute after its death.

Paralyzing Terror. The wraith lord targets a frightened creature within 60 feet forcing it to make a DC 18 Wisdom saving throw. On a failure the target is paralyzed for 1 minute. It repeats the saving throw at the end of each of its turns ending the effect on itself on a success.

Create Wraith. The wraith lord touches a humanoid corpse it killed up to 1 day ago. The creatures spirit rises as a wraith under the wraith lords control.

Corporeal Form (1/Day). The wraith lord takes on a material form. In material form it loses its incorporeal trait its fly speed and its immunity to the grappled prone and restrained conditions. The wraith instantly reverts to its incorporeal form if it is bloodied and it can do so voluntarily at any time as an action.

Stat block from Level Up Advanced 5e Monstrous Menagerie (EN Publishing), Open Game Content used under the Open Game License 1.0a. Level Up: Advanced 5th Edition Monstrous Menagerie. Copyright 2021, EN Publishing. It is not Geminaea material. See Legal.