This is homebrew, submitted by a member of the community.
Wraith Boss
Wraith Boss
Medium undead, Neutral EvilMedium undead, Neutral Evil
Incorporeal[b/] Movement. The 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.
Legendary Resistance (/day). If this creature fails a saving throw, it can choose to succeed instead.
[b]Incorporeal[b/] Movement. The 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.
[b]Legendary Resistance[/b] (/day). If this creature fails a saving throw, it can choose to succeed instead.
Actions
Life Drain Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 30 (7d8+2) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Drain Melee Weapon Attack: +4 to hit, one creature, reach 10 ft. On Hit: 16 (4d8) necrotic damage. This creature regains hit points equal to half the necrotic damage dealt.
[b]Life Drain[/b] Melee Weapon Attack: [+7] to hit, reach 5 ft., one creature. Hit: 30 ([7d8+2]) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
[b]Drain[/b] Melee Weapon Attack: [+4] to hit, one creature, reach 10 ft. On Hit: 16 ([4d8]) necrotic damage. This creature regains hit points equal to half the necrotic damage dealt.
Legendary Actions
This creature can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.
Attack This creature makes one Drain attack.
Horrify (Costs 2 Actions). Each creature that can hear within 60 feet of you must succeed on a DC 13 Wisdom saving throw or be frightened of this creature until the end of your next turn.
This creature can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. This creature regains spent legendary actions at the start of its turn.[b]Attack[/b] This creature makes one Drain attack.
[b]Horrify[/b] (Costs 2 Actions). Each creature that can hear within 60 feet of you must succeed on a DC 13 Wisdom saving throw or be frightened of this creature until the end of your next turn.
Details
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