||A Wraith is malice incarnate, concentrated into an semi-incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants black and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraiths horrifying existence.
When the sun sets, the fields become the domain of midnight demons who draw their power from moonlight. Dark as the night itself and filled with grief, they roamed the fields lit by Silverlight. Woe to those who are spotted by a nightwraith.
Born of grief. Some say you should fear a nightwraith as much as you should pity it. Nightwraiths exude immense sadness coupled with a helpless wrath. One can feel instantly the profound distress coming from the Wraith, pouring out of it like a well of endless despair. The story of a night Wraith is always a tragic one, killed by loved ones, betrayed by a close friend or the victim of a hideous plot. Some legends say you can put one to rest by avenging it, bringing its tormentor to justice or making their killer weep for them sincerely on their grave. The truth is, nothing is ever so easy.
Night wraiths are mostly found in rural areas and only a handful of cases involving A nightwraith have been reported in cities. Travellers fall victim to them most often, but if legends are to be believed they also sneak into huts at times and murder peasants in their sleep. Do not believe the old wives tales and think yourself completely safe from nightwraith during the day. They appear under the light of the sun as well, but are much weaker than after dusk. Nitghtwraiths are, like most wraiths, drawn to the site of many battles and their presence increases near graveyards, mass graves or battlefields.
Resistant to acid, fire, electricity, and non magical weapons: extra 4 AP, This AP cannot be sundered or bypassed Then half any remaining damage from specified attack type. Ignore natural effects of the damage type. this is bypassed by silver.
Abilities: Immunity to Cold
Each hit drains 1d4 CON from the target as well as the necrotic damage. If reduced to 0 CON the victim dies and rises as a new wraith 7 days later. Lost CON returns at the rate of 1 point per days. A wraith's attacks bypass all except magical defence (magical weapons may parry it).
They can pass through objects and people at will.
Each non-undead creature within 60 feet of the nightwraith that can see it must succeed on a opposed WIL saving throw vs dance or become charmed, joining the wraith in its maddening dance, The creature is free from the enchantment if it takes any damage.
Each round passed dancing, the creature gains one level of exhaustion. A charmed target can repeat the saving throw each round, with penalty if the nightwraith is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the nightwraith's Moonlight Dance for the next 24 hours.
While in sunlight, the nightwraith has penalty on attack rolls, as well as on Perception checks that rely on sight.
Deathly Projection (5-6 rounds).
The nightwraith creates 4 deathly projection of itself and becomes ethereal, as for the etherealness spell, until they are all destroyed or it dismisses them with an action. Any damage inflicted by the projections heals the nightwraith by an equal amount. see projections.