AD&D Monster Spotlight: The Wraith
a fun deadly creature for a DM
Wraiths punish bad choices. They drain levels, move fast, and they are smart enough to pick their fights.
Run them with patience. They hit the soft targets, then fade back through a wall or a crack and wait. They do not duel. They stalk. They test the partyβs light and nerves. If you give them space, they control the pace of the crawl.
Keep the rules clear. One hit, one level. Silver works, but only half. Magic weapons are best. Full sunlight shuts them down. The rest of the time, they own dark rooms and long corridors.
Make the spawn rule hurt. If a victim drops to nothing, the clock starts. Bless the body or burn it before sunset. When the new wraith rises, the group will feel it.
Used like this, a wraith is not a sack of hit points. It is a timer on the adventure and a reason for the players to plan every step.
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