The wraith can take 3 legendary actions, choosing from
the options below. Only one legendary action option
can be used at a time and only at the end of another
creature's turn. The wraith regains spent legendary
actions at the start of its turn.
Shadow Step. The wraith magically teleports up to 60
feet to an unoccupied space it can see that is in dim
light or darkness. It then has advantage on the next
melee attack before the end of its next turn.
Torment (Costs 2 Actions). The wraith targets on
creatures with hym's indefinite madness that it can
see within 60 feet of it. The target must succeed on a
DC 17 Wisdom saving throw, taking 33 (6d10)
psychic damage on a failed save, or half as much
damage on a successful one.