Elder Wraith (Cael Verithan)
Medium undead, neutral
Armor Class:15
Hit Points:127 (15d8 + 60)
Speed:0 ft, fly 40 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:Arcana +7, History +7, Insight +7, Perception +7
Damage Resistances:Acid, Cold, Fire, Lightning, Thunder; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities:Poison; necrotic
Condition Immunities:Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses:Darkvision 120 ft, Life Sense 120 ft, passive Perception 17
Fear Check:DC 17 WIS save.
Traits
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. Takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. Disadvantage on attacks and ability checks in direct sunlight. Takes 10 radiant damage at the start of each turn in direct sunlight.
Legendary Resistance (2/Day). When the wraith fails a saving throw, it can choose to succeed instead.
Life Sense. Can sense living creatures within 120 feet, even through walls and barriers.
Create Spawn. A humanoid slain by the wraith's Life Drain rises as a Hollow Wraith under the Elder Wraith's control within 1d4 hours. The Elder Wraith can control up to 6 spawn simultaneously.
Actions
Multiattack. 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. The target dies if its HP maximum is reduced to 0.
Dread Wail (Recharge 5-6). Each non-undead creature within 40 feet must succeed on a DC 16 CON save or take 22 (5d8) psychic damage and be frightened for 1 minute (repeat save at end of each turn). Creatures reduced to 0 HP by this attack die instantly.
Command Undead. One undead creature of CR 5 or lower within 60 feet must succeed on a DC 16 CHA save or be charmed by the wraith for 24 hours.
Legendary Actions
The wraith can take 3 legendary actions per turn, at the end of another creature's turn. It regains spent legendary actions at the start of its turn.
Move. The wraith moves up to half its fly speed.
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. Its next attack while invisible has advantage.