Wraith, Echo of Eternal Night
“Wraith: The soul-stealing nightmare that slips through walls and drains your life with a single touch!”

A Wraith is a shadowy, spectral figure cloaked in swirling darkness and ethereal mist. Its form is vaguely humanoid but insubstantial, flickering like a dying flame. Gleaming, empty eye sockets burn with cold malevolence, and wisps of shadow trail behind it like smoke. Its touch chills the air, leaving frost in its wake.
Behavior:
Wraiths are silent and relentless hunters of the living. They move with unnatural grace, gliding effortlessly through walls and obstacles. They avoid direct confrontation unless confident, preferring to strike from the shadows and vanish before retaliation. Wraiths exhibit cold, calculated cruelty, draining the life essence of their victims to feed their own unholy existence.
Habitat:
Wraiths haunt places stained by death and despair—ancient crypts, forgotten battlefields, cursed ruins, and shadowed forests. They are often bound to locations where they met their demise or were imprisoned by dark magic.
Modus Operandi:
Using their incorporeal form, Wraiths bypass physical defenses, striking at the living with life-draining claws. They create specters from the souls they consume, swelling their undead ranks. Wraiths exploit fear and darkness to isolate prey, attacking when victims are vulnerable or alone.
Motivation:
Driven by unending hatred and torment, Wraiths seek to extinguish life itself—whether out of revenge, malice, or eternal servitude to dark powers. They hunger for souls, and their existence is defined by the endless hunger to consume and corrupt the living.
Wraith 5e
Wraith 5e
Wraith 3.5
Wraith

Medium undead, lawful evil
Armor Class: 15 (natural armor)
Hit Points: 85 (10d8 + 40)
Speed: 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 18 (+4) | 18 (+4) | 12 (+1) | 14 (+2) | 16 (+3) |
Saving Throws: Dex +8, Wis +6, Cha +7
Skills: Stealth +8, Perception +6
Damage Resistances: Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision 120 ft., passive Perception 16
Languages: Common, Infernal
Challenge: 6 (2,300 XP)
Incorporeal Movement
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.
Sunlight Sensitivity
While in sunlight, the Wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Life Drain (Recharge 5–6)
Melee Weapon Attack: +8 to hit, reach 5 ft., one creature.
Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Create Specter
When the Wraith kills a humanoid, it can use its reaction to raise the creature as a specter under its control. The specter acts immediately after the Wraith in the initiative order.
Actions
Shadow Claw
Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 4) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by 10 (3d6) until the target finishes a long rest.
Terrifying Visage (Recharge 6)
The Wraith unleashes a horrifying scream. Each non-undead creature within 30 feet that can see the Wraith must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Tactics
- The Wraith begins combat by using Terrifying Visage to sow fear and confusion.
- It then uses Incorporeal Movement to slip past frontline fighters and strike vulnerable spellcasters or ranged attackers with Shadow Claw or Life Drain.
- When it kills a target, it immediately raises a Specter to bolster its undead minions.
- Prefers hit-and-run tactics, retreating into shadows or walls if threatened.
- Avoids direct combat with radiant or holy spellcasters, seeking to isolate enemies before attacking.
Lore
Wraiths are tormented spirits bound to the mortal world by hatred and dark magic. These incorporeal undead are hunters of souls, draining the life from those they touch and raising the fallen as specters to serve their eternal vengeance. Often found haunting cursed ruins or battlefield graves, their chilling presence heralds doom for the living.
Wraith

This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
Medium undead, neutral evil
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) |
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Special Traits
- Incorporeal Movement: 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.
- Sunlight Sensitivity: While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Life Drain: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- Create Specter: The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
Wraith

Basel
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
The wraith is a ghost-like, spectral figure of a person supposedly seen as a premonition just before his death. Creatures born of evil and darkness. They despise all living things, as well as the light that nurtures them. Composed of darkness, they are more or less humanoid in shape. They are featureless except for the glowing red pinpoints of their eyes. Wraiths can spawn wights
In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature but only reflects the shape it had in life. A wraith is about as tall as a human since they are incorporeal, they are weightless.
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, 1E Monster Manual 1, Rules Cyclopedia, Classic D&D Game,
Wraith | |
Wraith | |
Medium undead (Incorporeal) | |
Hit Dice | 5d12 (32 hp) |
Initiative | +7 |
Speed | Fly 60 ft. (good) (12 squares) |
Armor Class | 15 (+3 Dexterity, +2 deflection), touch 15, flat-footed 12 |
Base Attack/Grapple | +2/- |
Attack | Incorporeal touch +5 melee (1d4 plus 1d6 Constitutiondrain) |
Full Attack | Incorporeal touch +5 melee (1d4 plus 1d6 Constitutiondrain) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Constitution drain, create spawn |
Special Qualities | Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura |
Saves | Fort +1, Ref +4, Will +6 |
Abilities | Strength -, Dexterity 16, Constitution -, Intelligence 14, Wisdom 14, Charisma 15 |
Skills | Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks) |
Feats | AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB |
Environment | Any |
Organization | Solitary, gang (2-5), or pack (6-11) |
Challenge Rating | 5 |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 6-10 HD (Medium) 1 |
Level Adjustment | – |
Combat
Both the wraith and the dread wraith share the following abilities.
Unnatural Aura (Su) Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Wraith Constitution Drain (Su) Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.
Create Spawn (Su) Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Dread Wraith
The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows-or the walls.
Wraith | |
Dread Wraith | |
Large undead (Incorporeal) | |
Hit Dice | 16d12 (104 hp) |
Initiative | +13 |
Speed | Fly 60 ft. (good) (12 squares) |
Armor Class | 25 (-1 size, +9 Dexterity, +7 deflection), touch 25, flat-footed 16 |
Base Attack/Grapple | +8/- |
Attack | Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain) |
Full Attack | Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Constitution drain, create spawn |
Special Qualities | Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura |
Saves | Fort +5, Ref +14, Will +14 |
Abilities | Strength -, Dexterity 28, Constitution-, Intelligence 17, Wisdom 18, Charisma 24 |
Skills | Diplomacy +9, Hide +24, Intimidate+26, Knowledge (religion) +22, Listen+25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks) |
Feats | AlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack(incorporeal touch), Mobility, Spring Attack |
Environment | Any |
Organization | Solitary |
Challenge Rating | 11 |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 7-32 HD (Large) |
Level Adjustment | – |
Lifesense (Su) : A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the Blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Constitution Drain (Su) : Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.
Create Spawn (Su) : Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.