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Wraith of the Quiet Benefactor

Medium Undead (ghost), Neutral Evil


Armor Class 13 (natural armor)

Hit Points 70 (10d8+20)

Speed fly 40 ft.

STR 12 (+1)
DEX 16 (+3)
CON 14 (+2)
INT 12 (+1)
WIS 14 (+2)
CHA 14 (+2)

Saving Throws Wis +4, Cha +4

Skills Stealth +5, Perception +5

Damage Resistances necrotic from nonmagical weapons?

Damage Immunities cold, necrotic

Condition Immunities charmed, frightened, exhaustion, poisoned

Senses darkvision 60 ft., passive Perception 15

Languages Common, understands all but can only speak via telepathy, telepathy 120 ft.

Challenge 6 (2,300 XP) Proficiency Bonus +2


Incorporeal Movement. The Wraith can move through creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its movement inside a solid object.
Legendary Resistance (3/Day). If the Wraith fails a saving throw, it can choose to succeed instead.
Powerful Presence. Creatures of wealth or power within 60 feet have disadvantage on saving throws against being charmed by the Wraith.

Actions

Multiattack. The Wraith makes two Life Drain attacks.
Life Drain. Melee weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or have its hit point maximum reduced by an amount equal to the necrotic damage taken. The target dies if this reduces its HP maximum to 0. The Wraith regains hit points equal to the necrotic damage dealt.
Whispered Bargains. The Wraith projects a seductive whisper that echoes through the minds of nearby mortals of influence and power. Each creature of wealth or authority within 60 feet that can hear it must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, the target will hesitate to persecute or oppose the Wraith, and the Wraith gains advantage on Charisma checks made to influence or bribe the target. The effect ends early if the target takes damage or if someone the target respects orders them to oppose the Wraith. Affected targets can repeat the saving throw at the end of each of their turns, ending the effect on a success.

Legendary Actions

The Wraith 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 regains spent legendary actions at the start of its turn.

Detect. The Wraith makes a Wisdom (Perception) check.
Move. The Wraith moves up to half its speed without provoking opportunity attacks.
Whispered Bargain (Costs 2 Actions). The Wraith uses Whispered Bargains on one target within 60 feet that is not already charmed. The target must succeed on a DC 14 Wisdom saving throw or be charmed for 1 minute (as described above).

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Lore & Description

Appearance

A pale, translucent figure dressed in faded, threadbare formal wear. The Wraith's face is a milky, sorrowful mask with a glint of something cold and calculating behind the eyes. It moves with unsettling quiet, leaving a faint, chill breeze and a whisper of old, hushed laughter wherever it travels. Its presence feels both protective and predatory, as if it is always cataloging people and places, waiting for the right moment to strike or bargain.

Behavior & Origins

Legends speak of a powerful, unseen patron who haunts theaters, clubs, and private halls, whispering promises to those who wield money and influence. This ghost is not unleashed by rage, but by an old, perverse sense of caretakingโ€”an urge to shield its chosen domains from outsiders and to steer the powerful toward its own ends. Adventurers who seek to confront it may find that moneyed patrons and influential figures alike hesitate when the Wraith is near, as if a familiar, unseen benefactor is watching over them. The Wraith never reveals its true motives, only ever offering bargains that seem to benefit both sidesโ€”at a price that quietly drains the soul.

Monster Image

Wraith of the Quiet Benefactor

Generation Info

Original prompt:
"I want a spectral ghost of Jimmy Saville, with some ability that allows it to get into places undetected. it has an ability where figures of power and wealth will not persecute the ghost or send adventures."

Created: Feb 9, 2026
Modified: May 22, 2026

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