Marsh Wraith

Medium undead, neutral evil

Armor Class: 12 Hit Points: 45 (10d8)Speed: 30 ft., fly 30 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 10 (+0) 10 (+0) 13 (+1) 16 (+3)
  • Damage Resistances: acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities: cold, necrotic, poison
  • Condition Immunities: charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses: darkvision 60 ft., passive Perception 11
  • Languages: the languages it knew in life
  • Challenge: 3 (700 XP)

Actions

  • Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 13 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.

Reactions

  • Unseen Passage. While in dim light or darkness, the wraith can become invisible until it attacks, or until its concentration ends (as if concentrating on a spell).

While in dim light or darkness, the wraith can become invisible until it attacks, or until its concentration ends (as if concentrating on a spell).