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The Dusk Wraith




"Let me say this fella had skin as rich as a desert sunset a'fore he died, well was murdered. Ya know how these things go. The restless dead dun die in their sleep.

He was one of those gobs, the big ones with martial pride n' the skills to match. Nasty fella too, from what I heard, like a bandit captain o somethin'

He'd always struck as the sun was settin, so his kind would make a grand entrance n have the cover o' darkness soon enough.

Called him the Dusk Wraith, a name he reveled in, n' now carries beyond the grave. His pride, as is so often the case, be his undoing.

Folks knew when he'd strike out. Set up a pit full o' oil n' alchemist fire. Oh, he went up like a second, screaming sunset.

Came back 'life' one too, so did his troops as lesser puppets under his will. As those soldiers ran out, he recruited undead of other sorts to his banner. Instead of stealing gold n' goods, they fleece people o' their souls now."

-Fossor Carvilius Graeme

The Dusk Wraith

Medium undead, chaotic evil

Armor Class 12

Hit Points 84 (13d8 + 26)

Speed 0ft

Flight 40ft (hover)

Str 7 Dex 14 Con 16 Int 10 Wis 15 Cha 17

Skills: Perception +5

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Damage Immunities cold, necrotic, poison

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Senses darkvision 60 ft., passive Perception 10

Languages Common,

Challenge 6 (2,300 XP)

Ethereal Sight:

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

+

Foe Felling. Whenever the ghost attacks a creature within 5ft of an undead ally that is not incapacitated and is aware of the creature, the Dusk Wraith gains Advantage on that attack.

Incorporeal Movement:

The ghost 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.

Setting Sun.

The ghost is considered Invisible when it is in Dim Light, even from creatures with dark vision.

Actions

Nightfall Glaive.

Melee Spell Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (4d6+3) necrotic damage. A creature struck by the glaive must succeed on a DC 14 Constitution saving throw or be Blinded for the next minute. At the end of each of its turns, an affected creature may repeat this save with the effect ending on success. In a creature fails the initial save by 5 or more, the effect lasts the full duration with no additional saves.

Etherealness:

The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Fog of War (Recharge 5-6).

The Dusk Wraith exudes a red-orange cloud of mist in a 30ft radius that muddles the senses. All non-undead creatures in the radius on must succeed on a DC 14 Intelligence saving throw or lose the ability to distinguish friend from foe, regarding all creatures it can see as enemies for the next minute. Each time an affected creature takes damage, it can repeat the saving throw, ending the effect on itself on a success.


Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, spell, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to.

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