Mad Wraith
Medium shadow humanoid (undead)
Level 6 Controller XP 250
| HP 73; Bloodied 36 | Initiative +8 |
| AC 20, Fortitude 16, Reflex 19, Will 18 | Perception-1 |
| Speed 0, fly 6 (hover); phasing | Darkvision |
| Immune disease, poison; Resist 10 necrotic | |
Traits
☼ Mad Whispers (psychic) ✦ Aura 3
Any enemy that ends its turn in the aura takes 5 psychic damage, and the wraith slides it up to 2 squares.
Insubstantial
The wraith takes half damage from all attacks, except those that deal force damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn.
Spawn Wraith
When the wraith kills a humanoid, that humanoid becomes a wraith figment at the start of this wraith's next turn. The new wraith appears in the space where the humanoid died or in the nearest unoccupied square, and it rolls a new initiative check. The new wraith acts under the Dungeon Master's control.
Standard Actions
(⚔) Touch of Madness (psychic) ✦ At-Will
Attack: Melee 1 (one creature); +9 vs. Will
Hit: 2d6 + 7 psychic damage, and the target takes a -2 penalty to all defenses (save ends).
⚔ Touch of Chaos (charm, psychic) ✦ Recharge ⚄ ⚅
Attack: Melee 1 (one creature); +9 vs. Will
Hit: 2d6 + 7 psychic damage, and the wraith slides the target up to 5 squares. The target must then use a free action to make a basic attack against its nearest ally.
Miss: Half damage, and the wraith slides the target up to 2 squares.
Skills Stealth +13
Str 6 (+1) Dex 20 (+8) Wis 3 (-1)
Con 17 (+6) Int 11 (+3) Cha 19 (+7)
Alignment chaotic evil Languages Common
Published in Monster Manual, page(s) 266, Open Grave, page(s) 76, Dungeon Magazine 156, page(s) 119, Dungeon Magazine 158, page(s) 43, Monster Vault, page(s) 286, Madness at Gardmore Abbey, page(s) 3-7, Dungeon Magazine 192, Dungeon Magazine 218.