Incorporeal Movement. The wraith 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.
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.
Rip Shadow (Costs 3 Actions). The wraith targets one
Medium or smaller creature that casts a shadow. The
target's shadow must be visible to the wraith and
within 30 feet of it. If the target fails a DC 17
Charisma saving throw, its shadow detaches from it
and becomes a shadow that obeys the wraith's
commands, acting on the initiative count of the
wraith. A greater restoration spell or a remove curse
spell cast on the target restores its natural shadow,
but only if its undead shadow has been destroyed.