b'Wraith, Bloodwraith \n'b'  Family:   Wraith  \n'b'  Medium   undead ,  lawful evil  \n'b'  Armor Class  17 (natural armor)  Hit Points  117 (18d8 + 36)  Speed  0 ft., fly 60 ft. (hover)\n'b' STATS STR: 6 (-2) DEX:  18 (+4)  CON:  15 (+2)  INT:  14 (+2)  WIS:  17 (+3)  CHA:  21 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Constitution  +6,  Wisdom  +7,  Charisma  +9  Skills   Insight  +7,  Perception  +7,  Stealth  +8  Damage Resistances  acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren\xe2\x80\x99t silvered  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  exhaustion ,  grappled ,  paralyzed ,  petrified ,  poisoned ,  prone ,  restrained   Senses   darkvision  60 ft., passive  Perception  17  Languages  Abyssal, Celestial, Common  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'   Incorporeal Movement . A bloodwraith 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'  Rejuvenation . A bloodwraith reforms within its lair 2d4 days after being slain, regaining all its  hit points  and becoming active again. \n'b'  Sunlight Sensitivity . While in sunlight, A bloodwraith has disadvantage on  attack  rolls, as well as on  Wisdom  ( Perception ) checks that rely on sight. \n'b'  Sacrilegious Aura . A bloodwraith exudes an aura of desecration out to a radius of 30 feet. A bloodwraith and any undead within the defiled area have advantage on saving throws against effects that turn undead. \n'b'  Actions \n'b'   Multiattack . A bloodwraith can use Malevolence or Limited Teleport and make one  attack  with Life Drain. \n'b'  Life Drain .  Melee Weapon Attack : +8 to hit, reach 5 ft., one target.  Hit : 26 (5d8 + 4) necrotic damage. The target 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 target finishes a  long rest . The target dies if this effect reduces its hit point maximum to 0. \n'b'  Create Devouring Mist (3/day) . A bloodwraith coughs, expelling a devouring mist in an unoccupied space within 10 feet of it. The devouring mist is under Duke Aerim\xe2\x80\x99s control. A bloodwraith can have no more than three devouring mists under its control at one time. \n'b'  Create Sword Wight . A bloodwraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target rises as a sword wight in the space of its corpse or in the nearest unoccupied space. The sword wight is under the Duke Aerim\xe2\x80\x99s control. A bloodwraith can have no more than seven sword wights under its control at one time. \n'b'  Malevolence (Recharge 5-6) . The Bloodwraith has a limited ability to possess a creature that is in possession of any portion of its remains, any of the objects within its tomb, or any items that belonged to it in life and within 30 feet of it. A creature that meets these criteria must succeed on a DC 16  Charisma  saving throw or be possessed by the Duke Aerim; A bloodwraith disappears and the target is incapacitated and loses control of its body. A bloodwraith now controls the body but doesn\xe2\x80\x99t deprive the target of awareness. A bloodwraith can\xe2\x80\x99t be targeted by any  attack , spell, or other effect, except ones that turn undead, and it retains its alignment,  Intelligence ,  Wisdom ,  Charisma , and immunities and resistances. A bloodwraith otherwise uses the possessed target\xe2\x80\x99s statistics, but doesn\xe2\x80\x99t gain access to the target\xe2\x80\x99s knowledge, class features, or proficiencies. The possession lasts until the body drops to  0 hit points , A bloodwraith ends it as a bonus action, or A bloodwraith is turned or forced out by an effect like the  dispel evil and good  spell. When the possession ends, A bloodwraith appears in an unoccupied space within 5 feet of the body. The target is immune to Duke Aerim\xe2\x80\x99s Possession for 24 hours after succeeding on the saving throw or after the possession ends. \n'b'  Limited Teleport . A bloodwraith magically teleports, along with any equipment it is wearing or carrying, up to 150 feet to an unoccupied space it can see that is adjacent to its remains, an object from its lair, or an object that it possessed in life.'