
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).
