Name | Wraith |
---|---|
Sorted Name | Wraith |
Family | Wraith |
Size and Type | Medium Undead (incorporeal) |
Hit Dice Count | 5 |
Hit Dice | 5d8+25 (47 hp) |
Random Hit Points | 5d8+25 - 25 |
Initiative | +7 |
Speed | fly 60 ft. (good) |
Armor Class | 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex) |
Base Attack/Grapple | +3/+CMB: +6CMD: 16 |
Attack | incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain) Special Attack create spawn |
Space/Reach | 5 ft./5 ft. |
Special Qualities | darkvision 60 ft., lifesense; |
Saves | Fort +6, Ref +4, Will +6 |
Abilities | Str -, Dex 16, Con -, Int 14, Wis 14, Cha 21 |
Skills | Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11 |
Feats | Blind-Fight, Combat Reflexes, Improved Initiative |
Environment | any |
Challenge Rating | 5 |
Organization | solitary, pair, gang (3-6), or pack (7-12) |
Treasure | none |
Alignment | LE |
Version | PRPG-O |
Sources | Pathfinder RPG (Open) |
WraithThis ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.Wraith CR 5 XP 1,600LE Medium undead (incorporeal)Init +7; Senses darkvision 60 ft., lifesense; Perception +10Aura unnatural aura (30 ft.)DEFENSEAC 18, touch 18, flat-footed 14 (+5 deflection, +3 Dex)hp 47 (5d8+25)Fort +6, Ref +4, Will +6Defensive Abilities channel resistance +2, incorporeal; Immune undead traitsWeaknesses sunlight powerlessnessOFFENSESpd fly 60 ft. (good)Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain) Special Attack create spawnSTATISTICSStr -, Dex 16, Con -, Int 14, Wis 14, Cha 21Base Atk +3; CMB +6; CMD 16Feats Blind-Fight, Combat Reflexes, Improved InitiativeSkills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11Languages Common, InfernalECOLOGYEnvironment anyOrganization solitary, pair, gang (3-6), or pack (7-12)Treasure noneSPECIAL ABILITIESCreate Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.Constitution Drain (Su) Creatures hit by a wraith's touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives. Dread Wraith |
Source Copyright: Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
The Open content displayed above has been reproduced without permission from the copyright holder.
Attacks: incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain) Special Attack create spawn, or
feats: BLIND-FIGHT, COMBAT REFLEXES, IMPROVED INITIATIVE, ,