Medium undead, neutral evil

Armor Class 13

Hit Points 45 (6d8+18)

Speed 0 ft., fly 60 ft.

6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

Damage Resistances acid, cold, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons that aren’t silvered

Damage Immunities necrotic, poison

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

Senses darkvision 60 ft.

Languages Common, Infernal

Challenge 3 (700 XP)

Incorporeal Movement. The wraith can move through an object or another creature, but can’t stop there.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.


Life Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 16 (3d8 + 3) necrotic damage, and the target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. If this attack reduces the target’s hit point maximum to 0, the target dies. This reduction to the target’s hit point maximum lasts until the target finishes a long rest.