Wraith of Tharizdun
A creature within 60 feet of the wraith can use their action to ring silver hand or church bells and make a Strength check contested by the wraith’s Wisdom saving throw. If the creature is proficient in at least one instrument, they can add their proficiency bonus to the roll. On a failed save, the wraith is frightened of the creature until the end of the wraith’s next turn.
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.
While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
The wraith moves up to 30 feet in a straight line. This distance is not reduced by moving through creatures or objects, and this movement doesn’t provoke opportunity attacks. The first time it enters a creature’s space during this move, that creature must succeed on a DC 15 DEX save or be afflicted with wasting doom. While afflicted with wasting doom, a creature takes 3 (1d6) necrotic damage at the start of each of its turns. Wasting doom ends if a creature starts its turn in sunlight or regains HP.
Reactions
Wraith of Tharizdun
Not yet described
Duplication and Templates
Wraith of Tharizdun (Barendd) has been modified from other monsters.
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