Spirit Wraith

When a Chios Spirit who would return to the Eternal Domain becomes trapped on the Mortal Plane, its body takes a life of its own. They become a Spirit Wraith; a powerful creature that roams the location of their death for their own purpose.

Spirit Wraith CR: 15

Medium undead, chaotic evil
Armor Class: 16 (Natural Armor)
Hit Points: 216 (24d8+120)
Speed: 30 ft

STR

20 +5

DEX

14 +2

CON

20 +5

INT

14 +2

WIS

16 +3

CHA

14 +2

Saving Throws: Str +10, Dex +7, Con +10
Skills: Athletics +10, Percption +8, Stealth +7, Survival +8
Damage Vulnerabilities: Radiant
Damage Resistances: Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Fire, necrotic
Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Poisoned, Stunned, Unconscious
Senses: Passive Perception +8, Darkvision 120 ft.
Challenge Rating: 15

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.

Actions

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.

Reactions

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.

Legendary Actions

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.

When a powerful Spirit dies a particular violent death, has unfinished business, or if their Essence does not return to the Eternal Domain their bodies reanimate into vicious wraiths.