CR 5 – Undead – Zephyr Wraith
Tier 2 play
**Monster Name:** Zephyr Wraith
**Size, Type, Alignment:** Medium, Undead, Chaotic Neutral
**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85 (10d8 + 40), Speed 0 ft., Fly 60 ft. (hover)
**Ability Scores:**
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 18 (+4)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 18 (+4)
**Proficiencies:** Saving Throws: Dex +6, Wis +5, Cha +7; Skills: Stealth +6, Persuasion +7
Damage Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Poison, Psychic; Condition Immunities: Charmed, Frightened, Paralyzed, Poisoned
**Senses:** Darkvision 60 ft., Ethereal Sight (see 60 ft. into the Ethereal Plane), Passive Perception 12
**Languages:** Common, Abyssal
**Challenge Rating (CR):** 5
**Special Abilities:**
– **Incorporeal Movement:** The Zephyr Wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
– **Haunting Presence:** Creatures that start their turn within 30 feet of the Zephyr Wraith must succeed on a DC 15 Wisdom saving throw or become frightened until the end of their next turn.
**Actions:**
– **Multiattack:** The Zephyr Wraith makes two Touch of the Wraith attacks.
– **Touch of the Wraith:** Melee Spell Attack: +7 to hit, reach 5 ft., one target.
Hit: 20 (4d8) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or be paralyzed until the end of its next turn.
– **Frightening Gale (Recharge 5-6):** The Zephyr Wraith unleashes a wave of ghostly wind in a 20-foot radius around it. Each creature in that area must make a DC 15 Strength saving throw, taking 35 (10d6) force damage and being knocked prone on a failed save, or half as much damage with no prone effect on a success.
**Description:**
The Zephyr Wraith is a phantom of a long-forgotten tyrant, its form flickers like a wisp of smoke, leaving a trail of chilling air in its wake. Born from the lingering resentment of those it wronged, this undead creature roams forgotten places, captivating and terrifying the living with its haunting presence. It prefers to manipulate and frighten opponents, drawing them closer before striking with its paralyzing touch. Tactically, it uses its incorporeal movement to navigate through walls and obstacles, often retreating to the Ethereal Plane when threatened. Its demeanor is at once regal and malignant, whispering taunts to instill fear in all who dare confront it.