b'Gloomwraith \n'b'  Medium   undead  (greater revnant),  neutral evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  135 (18d8+54)  Speed  30 ft.\n'b' STATS STR: 17 (+3) DEX:  15 (+2)  CON:  16 (+3)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Intelligence  +7,  Wisdom  +8,  Charisma  +8  Skills   Deception  +8, Intimidate +8,  Insight  +8,  Perception  +8,  Persuasion  +8; any relevant skills it possessed in life  Damage Immunities  poison  Damage Resistances  necrotic; bludgeoning, piercing, and slashing from non-magical weapons  Condition Immunities   charmed , exhausted,  frightened ,  poisoned    Senses   darkvision  120 ft., passive  Perception  18  Languages  Elvish and any languages it knew in life  Challenge  12 (8,400 XP) \n'b' Special Traits \n'b'   Embodiment of Despair . Any non-undead creature that moves to or begins its turn within 60 feet of the gloomwraith must succeed on a DC 17  Wisdom  check or become  frightened . A  frightened  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature has disadvantage on these saving throws if it has more than one Mark of Woe. Once a target has made a successful save against this effect or the  fear  has been removed through magical means, it is immune to this power for the next 24 hours. The gloomwraith can activate or deactivate this aura on its turn without spending an action of any sort. \n'b'  Lingering Spirit . When a gloomwraith reaches  0 hit points , its physical body is destroyed but the shadowy spirit remains. Its speed drops to zero, it regains 20  hit points , and it gains immunity to slashing, piercing, bludgeoning, fire, cold, and lightning damage. It cannot make slam attacks, but can continue to use Crushing Despair. It loses one hit point every minute until it is destroyed. \n'b'  Woe-haunted Aura . Any creature that starts its turn within 30 feet of the gloomwraith must attempt a DC 12 Woe saving throw or suffer 1 point of spiritual damage. Any creature that dies within 2,000 feet of a gloomwraith adds +2 to its roll on The Dead Rise table (page 260). A creature killed by the gloomwraith itself adds +4 to its roll, instead of the usual +3 for being slain by one of the Dead. The gloomwraith can activate or deactivate this aura on its turn without spending an action of any sort. \n'b'  Actions \n'b'   Multiattack . The gloomwraith makes two slam attacks and uses Crushing Despair. \n'b'  Slam .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 12 (2d8+3) bludgeoning damage.  Special : If the target is  frightened , this gloomwraith has advantage on the  attack  and regains 10  hit points  if the  attack  hits. \n'b'  Crushing Despair . The gloomwraith forces one living creature within 60 feet to attempt a DC 17  Wisdom  save. On a failed save, the target takes 31 (5d10+4) psychic damage and 1d4 spiritual damage and is  frightened ; it takes half as much damage and is not  frightened  on a successful one. A creature with more than one Mark of Woe has disadvantage on this saving throw. \n'b'  About \n'b' When certain immensely powerful undead (e.g., the Prince of Tears) place their mark on a mortal, that undead forms a connection to that creature and can then feed on their suffering. The longer the mortal resists, the stronger the bond becomes. Eventually the victim hears whispers offering a release from pain. This offer is a death sentence, and those who accept it become gloomwraiths-vessels for a fragment of that Malevolent\xe2\x80\x99s power. \n'b'  Cloaked in Cold Flesh . The corpse that houses a gloomwraith is preserved by the spirit within. Its skin is pallid and cold, but a casual observer could mistake it for a living creature. An active DC 15  Wisdom  ( Medicine  or  Perception ) check discovers its true nature. \n'b' When the gloomwraith exercises its full power, this pretense of life falls away. Wisps of shadow extend from the gloomwraith\xe2\x80\x99s skin, forming the outline of a misty elven figure. This shadowy aura is semi-tangible and shields the gloomwraith from physical attacks. \n'b'  Puppet of the Prince . A gloomwraith is the hand of the Prince of Tears (or some other Malevolent). If the Malevolent has no immediate agenda, the gloomwraith defaults to going on a murderous rampage. But if there is work that can be done to further the Malevolent\xe2\x80\x99s plans, a gloomwraith can act as a subtle agent. It might lead a cult, or sow fear and despair as a demagogue or doomsayer. The gloomwraith retains the memories of its former life and can pose as the mortal it once was, but it possesses an uncanny talent for manipulating peoples\xe2\x80\x99 fears. Such a puppet might conceal its appearance with a mask and heavy clothing; such steps prevent a physical examination from revealing its true nature. \n'b'  Undead Nature . A gloomwraith doesn\xe2\x80\x99t require air, food, drink, or sleep.'