Elder Wraith

Medium undead, neutral evil

Elder wraiths are the oldest and most powerful incorporeal undead in Aethara --- spirits that have existed since the Sundering itself, sustained by nine centuries of feeding on the living. Unlike lesser wraiths, elder wraiths retain full intelligence and often remember who they were in life. This does not make them sympathetic. Nine hundred years of existence as a predatory spirit, sustained by draining the life from others, erodes whatever humanity once existed. What remains is cold, calculating, and utterly divorced from empathy. An elder wraith does not hate the living. It regards them the way a farmer regards wheat: as a resource to be harvested.

Armor Class:15
Hit Points:127 (15d8 + 60)
Speed:0 ft, fly 60 ft (hover)
Challenge:CR 10
STR
6 (-2)
DEX
18 (+4)
CON
18 (+4)
INT
16 (+3)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws:DEX +8, WIS +7, CHA +8
Skills:Perception +7, Stealth +8, Intimidation +8, History +7
Damage Resistances:Acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks
Damage Immunities:Necrotic, poison
Condition Immunities:Charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses:Darkvision 120 ft, passive Perception 17
Fear Check:DC 17 Wisdom save when first encountered.

Traits

Legendary Resistance (2/Day). If the elder wraith fails a saving throw, it can choose to succeed instead.
Incorporeal Movement. The wraith can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in direct sunlight (from a Breach), the wraith has disadvantage on attack rolls and ability checks, and it takes 10 radiant damage at the start of each of its turns.
Create Spawn. A humanoid slain by the elder wraith's Life Drain rises as a hollow wraith under the elder wraith's control at the start of the elder wraith's next turn. The elder wraith can control up to 6 spawn at a time.
Life Sense. The elder wraith can sense the presence of living creatures within 120 feet, even through walls and barriers.

Actions

Multiattack. The elder wraith makes two Life Drain attacks.
Life Drain. Melee spell attack: +8 to hit, reach 5 ft. Hit: 18 (4d6 + 4) necrotic damage. The target's HP maximum is reduced by the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its HP maximum is reduced to 0.
Dread Wail (Recharge 5-6). Each non-undead creature within 40 feet that can hear the wraith must succeed on a DC 16 CON save or take 22 (5d8) psychic damage and be frightened for 1 minute. On a success, half damage and not frightened. A creature reduced to 0 HP by this damage dies instantly --- its heart stops. The frightened creature can repeat the save at the end of each of its turns.
Command Undead. The elder wraith targets one undead creature of CR 5 or lower within 60 feet. The target must succeed on a DC 16 CHA save or be charmed by the wraith for 24 hours. While charmed, the undead obeys the wraith's verbal commands.
Move. The wraith moves up to half its fly speed without provoking opportunity attacks.
Drain (Costs 2). The wraith makes one Life Drain attack.
Shadow Veil (Costs 2). The wraith becomes invisible until the start of its next turn or until it makes an attack. While invisible, it has advantage on the next attack it makes.