b'Bright Wraith \n'b'  Medium   undead ,  neutral good  \n'b'  Armor Class  18 (radiant form)  Hit Points  165 (22d8 + 66)  Speed  0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX:  16 (+3)  CON:  17 (+3)  INT:  14 (+2)  WIS:  19 (+4)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Damage Vulnerabilities  necrotic \n'b' Damage Resistances lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical attacks  Damage Immunities  fire, poison, radiant  Condition Immunities   charmed ,  exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained , unconscious  Senses   darkvision  60 ft., passive perception 14  Languages  the languages it knew in life  Challenge  9 (5,000 XP) \n'b' Special Traits \n'b'   Incorporeal Movement . The bright 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. \n'b'  Radiant Form . The bright wraith\xc2\x92s armor class is equal to 10 + its  Dexterity  modifier + its  Charisma  modifier (already included above). Additionally, it sheds bright light to a radius of 30 feet, and dim light for another 30 feet. \n'b'  Redeeming Light . If a wraith or specter is slain by radiant damage dealt by the bright wraith, it reconstitutes on its next turn as a Bright Mote under the bright  wraith\xe2\x80\x99s  control. The bright wraith can\xe2\x80\x99t have more than 14 bright motes under its control at a time. \n'b'  Actions \n'b'   Searing Touch .  Melee Weapon Attack : +8 to hit, reach 5 ft., one creature.  Hit : 36 (8d8) radiant damage. If the target is  undead  or a  fiend , it must succeed on a DC 16  Constitution  saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a  long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b'  Radiant Burst (Recharge 5-6) . The bright wraith, emits a burst of radiant energy. Creatures within 30 feet of the bright wraith must make a DC 16  Constitution  saving throw, becoming  blinded  for 1 minute and taking 45 (10d8) radiant damage on a failed save, or half as much damage on a successful one. A creature can repeat the saving throw at the end of each of its turns, removing its blindness on a success.'