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CR 6 – Undead – Peacekeeper Wraith

Tier 2 play

**Monster Name:** Peacekeeper Wraith

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

**Core Stats:** Armor Class (AC) 15, Hit Points (HP) 85, Speed 30 ft.

**Ability Scores:**

Strength 10 (+0),

Dexterity 16 (+3),

Constitution 14 (+2),

Intelligence 12 (+1),

Wisdom 15 (+2),

Charisma 18 (+4)

**Proficiencies:** Saving Throws: Wisdom +5, Charisma +7

Skills: Deception +7, Insight +5

Damage Resistances: Necrotic, Psychic

Damage Immunities: Poison

Condition Immunities: Charmed, Frightened

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

**Languages:** Common, Abyssal

**Challenge Rating (CR):** 6

**Special Abilities:**

– **Aura of Dissonance:** Creatures within 10 feet of the Peacekeeper Wraith must succeed on a DC 15 Wisdom saving throw or be frightened until the end of their next turn.

– **Soul Reaver:** When the Wraith reduces a creature to 0 hit points, it can regain 10 hit points.

**Actions:**

– **Multiattack:** The Peacekeeper Wraith makes two attacks with its Ethereal Touch.

– **Ethereal Touch:** Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d8) necrotic damage. On a critical hit, the target must make a DC 15 Constitution saving throw or have disadvantage on all attack rolls until the end of its next turn.

– **Dreadful Whispers (Recharge 5-6):** The Wraith targets one creature it can see within 60 feet. The target must succeed on a DC 15 Wisdom saving throw or take 27 (6d8) psychic damage and be stunned until the end of its next turn.

**Description:** The Peacekeeper Wraith is a spectral figure shrouded in an ethereal cloak, its presence evoking an unsettling calmness that belies its malevolent intent. Once a mediator in life, this creature now haunts the battlefields, seeking to impose its twisted vision of peace through fear and death. It uses its ability to instill dread to control the flow of combat, often targeting the most charismatic or influential members of a party. With a disdain for conflict, it employs manipulative tactics, striking from the shadows and retreating into the ethereal plane when threatened, only to return when its enemies are weakened.

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