CR 7 – Undead – Scream Wraith
Tier 2 play
**Monster Name:** Scream Wraith
**Size, Type, Alignment:** Medium, Undead, Chaotic Neutral
**Core Stats:** Armor Class (AC) 14, Hit Points (HP) 84 (12d8 + 30), Speed 0 ft., fly 60 ft. (hover)
**Ability Scores:**
Strength 10 (+0),
Dexterity 16 (+3),
Constitution 16 (+3),
Intelligence 12 (+1),
Wisdom 14 (+2),
Charisma 18 (+4)
**Proficiencies:**
Saving Throws: Wisdom +5, Charisma +7
Skills: Perception +5, Stealth +6
Damage Resistances: Necrotic, Psychic
Damage Immunities: Poison, Blinded, Charmed, Deafened, Frightened
Condition Immunities: Paralyzed, Poisoned
**Senses:** Darkvision 60 ft., Truesight 30 ft., Passive Perception 15
**Languages:** Understands Common and Abyssal but cannot speak
**Challenge Rating (CR):** 7
**Special Abilities:**
1. **Wail of Terror:** Each creature within 30 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
2. **Incorporeal Movement:** The Scream Wraith can 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.
**Actions:**
**Multiattack:** The Scream Wraith makes two attacks with its Ethereal Grasp.
**Ethereal Grasp:** +7 to hit, reach 5 ft., one target. Hit: 21 (4d8) necrotic damage. Additionally, the target must succeed on a DC 15 Constitution saving throw or have its maximum hit points reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.
**Haunting Scream (Recharge 5-6):** Each creature of the wraith's choice within 60 feet must make a DC 15 Constitution saving throw, taking 45 (10d8) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are also stunned until the end of their next turn.
**Description:** The Scream Wraith is a spectral entity born from the anguish of a soul lost at sea, its form shifting and flickering as if caught between realms. The echoes of its wails can be heard far and wide, drawing in the curious and the reckless alike. It seeks to instill fear and despair, often lurking in coastal areas where it can prey on lost travelers. In combat, it uses its incorporeal nature to evade attacks while striking fear into the hearts of its foes, preferring to isolate and weaken them before delivering devastating blows.