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Wraith King

Medium Undead, Neutral Evil


Armor Class 16 (natural armor)

Hit Points 105 (15d8+30)

Speed 30 ft. fly 60 ft.

STR 10 (+0)
DEX 18 (+4)
CON 14 (+2)
INT 15 (+2)
WIS 16 (+3)
CHA 20 (+5)

Saving Throws Con +5, Wis +6, Cha +8

Skills Arcana +7, Intimidation +9

Damage Vulnerabilities radiant

Damage Resistances necrotic; bludgeoning; piercing; slashing from nonmagical attacks

Damage Immunities poison, psychic

Condition Immunities charmed, frightened, paralyzed, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Common, Infernal, telepathy 120 ft.

Challenge 7 (2,900 XP) Proficiency Bonus +3


Legendary Resistance (3/Day). If the Wraith King fails a saving throw, it can choose to succeed instead.
Incorporeal Movement. The Wraith King 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.
Command Spirits. The Wraith King can summon 1d4 spectral undead (zombies or wraiths) to fight alongside it. These spirits act on the Wraith King's turn and have a bonus to attack rolls equal to the Wraith King's Charisma modifier.
Aura of Fear. Creatures within 10 feet of the Wraith King must succeed on a DC 17 Wisdom saving throw or be frightened until the end of their next turn.
Innate Spellcasting. Wraith King's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells:
1/day each: phantasmal killer, blight
3/day each: fear, invisibility, shadow blade
At will: chill touch, mage hand, minor illusion

Actions

Multiattack. The Wraith King makes two Life Drain attacks.
Life Drain. Melee spell Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8+5) necrotic damage. On a hit, the target must also succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken.
Shadow Blast. Ranged spell Attack: +9 to hit, range 120 ft., one target. Hit: 14 (4d6) necrotic damage. A bolt of dark energy strikes a target within range. On a hit, it also applies disadvantage on the next saving throw made by the target before the end of its next turn.

Legendary Actions

The Wraith King can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Wraith King regains spent legendary actions at the start of its turn.

Shadow Step. The Wraith King teleports up to 30 feet to an unoccupied space it can see.
Ghostly Influence. The Wraith King targets one creature it can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be frightened until the end of its next turn.
Summon Spirits (Costs 2 Actions). The Wraith King summons an additional 1d4 spectral undead to aid it.

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Lore & Description

Appearance

The Wraith King is a tall figure cloaked in tattered black rags that seem to flow like smoke. Its skeletal hands are adorned with rings of shimmering souls, and its glowing blue eyes pierce through the darkness with an eerie light. The air around it is charged with chilling energy, and whispered voices echo faintly in its presence.

Behavior & Origins

Once a mighty king betrayed by his subjects, the Wraith King now commands an army of lost souls, still seeking vengeance in undeath. It manipulates the energies of the dead, using their tormented spirits to fuel its power. Often found in forgotten ruins or haunted locations, the Wraith King seeks to reclaim its lost kingdom and punish those who dare disturb its restless slumber.

Monster Image

Wraith King

Generation Info

Original prompt:
"A wraith king who commands spirits"

Created: Jan 28, 2026
Modified: May 31, 2026

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