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CR 6 – Undead – Contracted Wraith

Tier 2 play

**Monster Name:** Contracted Wraith

**Size, Type, Alignment:** Medium Undead, Neutral Evil

**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 20 (+5)

**Proficiencies:** Saving Throws: Wis +5, Cha +8; Skills: Deception +8, Stealth +6

Damage Resistances: Necrotic, Psychic; Damage Immunities: Poison, Disease; Condition Immunities: Charmed, Frightened, Paralyzed

**Senses:** Darkvision 60 ft., Ethereal Sight 60 ft., Passive Perception 12

**Languages:** Common, understands all languages it knew in life but cannot speak

**Challenge Rating (CR):** 6 (2,300 XP)

**Special Abilities:**

– **Contractual Binding:** When the Contracted Wraith is reduced to 0 hit points, it can make a DC 15 Charisma saving throw. On a success, it regains 1d10 hit points and can continue to fight.

– **Life Drain:** The wraith can drain the life force of a creature it hits with its melee attack, healing itself for half the damage dealt.

**Actions:**

– **Multiattack:** The Contracted Wraith makes two attacks: one with its Life Drain and one with its Ethereal Grasp.

– **Life Drain:** Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 22 (4d10) necrotic damage, and the wraith regains hit points equal to half the damage dealt.

– **Ethereal Grasp:** Melee Spell Attack: +8 to hit, reach 5 ft., one creature. Hit: 18 (3d10) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

– **Ethereal Escape (Recharge 5-6):** The wraith can become incorporeal for 1 minute, allowing it to move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

**Description:** The Contracted Wraith is a malevolent spirit bound by a twisted contract made in life, often seeking revenge on those who wronged it. It appears as a shadowy figure draped in tattered remnants of its former self, with glowing eyes that pierce through the darkness. Tactically, it uses its ability to hover and phase through walls to ambush unsuspecting adventurers, draining their life force while instilling fear. Its demeanor is cold and calculating, often taunting its victims with whispers of their past mistakes.

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