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CR 6 – Undead – Social Wraith

Tier 2 play

**Monster Name:** Social 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 14 (+2),

Wisdom 12 (+1),

Charisma 20 (+5)

**Proficiencies:** Saving Throws: Wisdom +4, Charisma +8; Skills: Deception +8, Insight +4

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

**Senses:** Darkvision 60 ft., passive Perception 11

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

**Challenge Rating (CR):** 6

**Special Abilities:**

– **Social Manipulation:** The Social Wraith can target one creature it can see within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. The charmed target believes the Social Wraith is a trusted ally and will act accordingly.

– **Life Drain:** Melee spell attack: +8 to hit, reach 5 ft., one creature. Hit: 24 (4d10) necrotic damage, and the Social Wraith regains hit points equal to the damage dealt.

**Actions:**

– **Multiattack:** The Social Wraith makes two Life Drain attacks.

– **Inspiring Dread (Recharge 5-6):** Each creature of the Social Wraith's choice within a 30-foot radius must make a DC 16 Wisdom saving throw. On a failed save, a creature takes 22 (4d10) psychic damage and is frightened until the end of its next turn. On a successful save, the creature takes half damage and is not frightened.

**Description:** The Social Wraith is a malevolent spirit formed from the remnants of a once-powerful social media influencer, twisted by their insatiable need for attention and validation. These wraiths haunt the digital realms and the minds of the living, using their charm and manipulation to sow discord and fear among adventurers. They prefer to attack from the shadows, whispering insidious thoughts and preying on insecurities, often leading their victims into traps or turning allies against each other. Their eerie presence is accompanied by flickering images of their past life, drawing in those who seek to understand their tragic demise.

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