Hungering Essence. Any creature that starts its turn within 15 feet of the Spirit Wraith must make a Wisdom Saving throw DC 16 or take 2d6 necrotic damage. Legendary Resistance (3/Day). If the Spirit Wraith fails a saving throw, it can choose to succeed instead. Unnatural Creature. Any creature within 30 feet of the Spirit Wraith is disturbed by it unnatural state. Any movement within 30 feet is treated as difficult terrain due to the oppressive aura that seems to linger around it. Unusual Nature. The Spirit Wraith doesn’t require air, food, drink, or sleep.
Multiattack. The Spirit Wraith can make 3 claw attacks or necroblasts. It can replace one of those attacks with its Shriek of Death if it's recharged. Claw. Melee Weapon Attack. +10 to hit, range 5 ft. one target. Hit: 13 (2d8+5) slashing damage plus the target must make a Constitution Saving throw DC 16 or be paralyzed until the start of its next turn. Necroblast. Ranged Spell Attack. +7 to hit, range 60 ft. one target. Hit: 12 (4d6) necrotic damage. Shriek of Death (recharge 6). Any creature within 60 feet of the Spirit Wraith must make a Constitution Saving throw DC 15. On a failure, they lose an Essence Reservoir. If they lose their only Essence Reservoir they must make a Constitution saving throw DC 10. This increases by 5 every time they must make this save in a single combat. On a failure they die and raise up as a zombie in 1d4 days.
Essence Reservoirs (5). For rules, check out Erthos Creations Wold Anvil Page Essence Blast (1+ reservoir chamber). Every creature within 10 feet of the Spirit Wraith must make a strength saving throw DC 10+5+ reservoir chambers used. On a failure, they take 2d6 force damage and are pushed 15 feet away. The damage increases by 2d6 for each reservoir chamber used. Essence Stun (4 Reservoir Chambers). A blast of the Spirit Wraith's Essence stuns one enemy within 30 feet. They must succeed a Constitution Saving throw DC 15 or be stunned for 1d4 rounds.
The Spirit Wraith can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Spirit Wraith regains spent legendary actions at the start of its turn. Attack. The Spirit Wraith makes one claw attack or necroblast Move. The Spirit Wraith moves up to its speed without provoking opportunity attacks. Tear the Veil (Costs 2 Actions). The Spirit Wraith splits the space between the two planes creating a wall of negative energy that is 30 feet long, 5 feet thick, and 60 feet high. Any creature that passes through this space takes 2d6 necrotic damage.