Wraith, Unresurrected

Family: Wraith

Medium undead, neutral evil

Armor Class 14
Hit Points 135 (18d8 + 54)
Speed 0 ft., fly 60 ft.

6 (-2) 18 (+4) 16 (+3) 14 (+2) 14 (+2) 17 (+3)

Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t jadeite.
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses Darkvision 60 ft., passive Perception 12
Languages Primordial Notoan
Challenge 11 (7,200 XP)


  • Incorporeal 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.
  • Innate Spellcasting. The wraith’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
  • Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.


  • Life Drain. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 31 (6d8 + 4) necrotic damage. The target must succeed on a DC 17 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.
  • Necrotic Breath (recharge 5-6). The wraith exhales a 30-foot line of black shadowy mist. Each creature in that area must make a DC 16 Dexterity saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies and risks becoming the subject of the wraith’s Explode the Heart attack.


  • Explode the Heart. The wraith targets a humanoid within 10 feet of it that died violently within the last minute. The wraith can force the target’s heart to leap from its chest and explode, showering all creatures within a 15-radius of the victim in a burst of necrotic blood. A creature in the burst takes 15 (6d4) necrotic damage immediately and 7 (3d4) necrotic damage at the end of its next turn.
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Adventures in Tehuatl, © 2020, Frog God Games; Authors Tom Knauss, Tim Hitchcock, and Rob Manning

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