Wraith: Difference between revisions

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m (Text replacement - "<!-- ROLE-BASED SPECIAL ABILITIES --> | HideRoleReminder1 = <!-- Roles only; Values: Y (for yes) or leave blank (to leave reminder (if any) displayed) --> | HideRoleReminder2 = <!-- Roles only; Values: Y (for yes) or lea...)
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   <!-- Value: integer between 1 and 40. -->
   <!-- Value: integer between 1 and 40. -->
   }}</onlyinclude>
   }}</onlyinclude>
| Min-CR = 2
| Max-CR = 40


| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
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| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role=<onlyinclude>{{#ifeq:{{{transcludesection|Role}}}
| Role |  
| Role |  
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Tank, Threat, Villain, or leave blank -->
   <!-- Values: Heavy, Killer, Leader, Legend, Minion, Shooter, Skirmisher, Sneak, Swarm, Tank, Threat, Villain, or leave blank -->


   }}</onlyinclude>
   }}</onlyinclude>
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| Restrict-Role-Skirmisher =  
| Restrict-Role-Skirmisher =  
| Restrict-Role-Sneak =  
| Restrict-Role-Sneak =  
| Restrict-Role-Swarm =
| Restrict-Role-Tank =  
| Restrict-Role-Tank =  
| Restrict-Role-Threat =  
| Restrict-Role-Threat =  
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| Description | Wraiths appear as tall, ghostly figures shrouded in a wispy cloak that seems to move in a breeze that doesn't exist.
| Description | Wraiths appear as tall, ghostly figures shrouded in a wispy cloak that seems to move in a breeze that doesn't exist.


: Wraiths are undead creatures of pure wrath, driven by an unspeakable hatred of all living things.  A wraith's hatred is so great that small plant life near them withers within seconds.  Many druids have observed that some animals seem capable of anticipating the approach of wraiths, often fleeing an area moments before the wraith appears.  Even less sensitive animals are terrified of wraiths, becoming uncontrollably afraid and fleeing at the first opportunity.
Wraiths are undead creatures of pure wrath, driven by an unspeakable hatred of all living things.  A wraith's hatred is so great that small plant life near them withers within seconds.  Many druids have observed that some animals seem capable of anticipating the approach of wraiths, often fleeing an area moments before the wraith appears.  Even less sensitive animals are terrified of wraiths, becoming uncontrollably afraid and fleeing at the first opportunity.


: Wraiths are merciless and cunning, phasing through walls and other obstacles to mask their approach, dispatching their prey with quick efficiency.  Wraiths do not savor murder, they simply perform it and move to the next, as if in a hurry to get it all done with.  Despite this efficient nature, when attacking, wraiths often scream or utter dark curses, venting their wrath for any surviving ears to hear.
Wraiths are merciless and cunning, phasing through walls and other obstacles to mask their approach, dispatching their prey with quick efficiency.  Wraiths do not savor murder, they simply perform it and move to the next, as if in a hurry to get it all done with.  Despite this efficient nature, when attacking, wraiths often scream or utter dark curses, venting their wrath for any surviving ears to hear.
   }}</onlyinclude>
   }}</onlyinclude>


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| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type=<onlyinclude>{{#ifeq:{{{transcludesection|Type}}}
| Type | Undead
| Type | Undead
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- Values: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   }}</onlyinclude>
   }}</onlyinclude>


| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype=<onlyinclude>{{#ifeq:{{{transcludesection|Subtype}}}
| Subtype |  
| Subtype |  
   <!-- If second monster type (e.g. a swarm of vermin): Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Swarm, Troop, Undead, Vermin -->
   <!-- If second monster type: Aberration, Animal, Construct, Dragon, Fey, Humanoid, Incorporeal, Magical Beast, Monstrous Humanoid, Ooze, Outsider, Plant, Protean, Undead, Vermin -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Humanoid: Duergar, Giant, Gloom, Gnoll, Human, Kobold, Lizardfolk, Maenad, Norker, Orc, Somber Crool, Troglodyte, Vampire Thrall -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
   <!-- If Outsider: Air, Chaotic, Demon, Devil, Earth, Elemental, Evil, Fire, Good, Lawful, Native, Water -->
Line 125: Line 129:
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
   <!-- These senses require ranges; if the monster has them, list the range in feet (just the number only),  
         or leave blank if the monster doesn't possess the sense in question.            -->
         or leave blank if the monster doesn't possess the sense in question.            -->
| Sense-Darkvision-Range = 60
| Sense-Darkvision-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 60 |1 = 60 |2 = 90 |3 = 90|4 = 120|5 = 120|6 = 150|7 = 200|8 = 300}}
| Sense-Heartsight-Range =  
| Sense-Heartsight-Range =  
| Sense-Keen-Hearing-Range =  
| Sense-Keen-Hearing-Range =  
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| Sense-Blindsense-Range =  
| Sense-Blindsense-Range =  
| Sense-Cloudsense-Range =  
| Sense-Cloudsense-Range =  
| Sense-Lifesense-Range = 60
| Sense-Lifesense-Range = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 60 |1 = 60 |2 = 90 |3 = 90|4 = 120|5 = 120|6 = 150|7 = 200|8 = 300}}
| Sense-Mindsense-Range =  
| Sense-Mindsense-Range =  
| Sense-Tremorsense-Range =  
| Sense-Tremorsense-Range =  
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| Nudge-Maneuver-Defense =  
| Nudge-Maneuver-Defense = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1 |1 = 1 |2 = 2 |3 = 2|4 = 3|5 = 3|6 = 4|7 = 4|8 = 4}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-4 -->


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (1/2 damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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| Move-Type-Brachiating-Speed =  
| Move-Type-Brachiating-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Vaulting-Speed =  
| Move-Type-Hover-Speed = 40
| Move-Type-Hover-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 40 |1 = 40 |2 = 50 |3 = 50 |4 = 60 |5 = 60 |6 = 80 |7 = 80 |8 = 90}}
| Move-Type-Lesser-Flight-Speed =  
| Move-Type-Lesser-Flight-Speed =  
| Move-Type-Greater-Flight-Speed =  
| Move-Type-Greater-Flight-Speed =  
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| Move-Type-Greater-Swim-Speed =  
| Move-Type-Greater-Swim-Speed =  
| Move-Type-Jet-Speed =  
| Move-Type-Jet-Speed =  
| Move-Type-Lesser-Teleport-Speed =  
| Move-Type-Lesser-Teleport-Speed = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 =  |1 =  |2 =  |3 = 20 |4 = 30 |5 = 30 |6 = 40 |7 = 60 |8 = 90}}
| Move-Type-Greater-Teleport-Speed =  
| Move-Type-Greater-Teleport-Speed =  


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| NudgeSpace =  
| NudgeSpace =  
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.               -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the space will default to 10 ft.                                                                                 -->
        NOTE: If role is "Swarm", only put the space occupied by the COMPONENT CREATURE, NOT the space of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the space will default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->
        NOTE: Swarms default to 10 feet. Troops default to 15 ft. + the normal space for the component creature size (e.g. 20 ft. for size medium) -->


| NudgeReach =  
| NudgeReach = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = |1 = |2 = |3 = |4 = 1 |5 = 1 |6 = 1 |7 = 2 |8 = 2}}
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.     -->
   <!-- Values: any positive or negative number, or leave blank. Max recommended is +/-2. This is number of SQUARES; will be converted to feet.
  <!-- NOTE: If type or subtype is "Swarm", the reach will default to 0 ft.                                                                         -->
        NOTE: If role is "Swarm", only put the reach of the COMPONENT CREATURE, NOT the reach of the swarm, troop, or horde.
  <!-- NOTE: If type or subtype is "Troop", the reach will default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->
        NOTE: Swarms default to 0 ft. Troops default to the normal reach for the component creature size (e.g. 5 ft. for size medium) -->




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| PriAtkIsAuto-Hit =  
| PriAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgePriToHit =  
| NudgePriToHit =  
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| SecAtkIsAuto-Hit =  
| SecAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeSecToHit =  
| NudgeSecToHit =  
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| TerAtkIsAuto-Hit =  
| TerAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeTerToHit =  
| NudgeTerToHit =  
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| QuaAtkIsAuto-Hit =  
| QuaAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeQuaToHit =  
| NudgeQuaToHit =  
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   <!-- Values: Y (for yes), or leave blank (for no) -->
   <!-- Values: Y (for yes), or leave blank (for no) -->


| RangedAtkIncrementDistance = 20
| RangedAtkIncrementDistance = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 20 |1 = 20 |2 = 40 |3 = 40 |4 = 60 |5 = 90 |6 = 100 |7 = 120 |8 = 150}}
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->
   <!-- Range increment in feet (e.g. 20 ft.); -2 to hit per increment after first -->


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| RangedAtkIsAuto-Hit =  
| RangedAtkIsAuto-Hit =  
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone" or "swarm") -->
   <!-- If attack has no to-hit roll; leave blank (for normal to-hits), or describe (e.g. "30-foot cone") -->


| NudgeRangedToHit =  
| NudgeRangedToHit =  
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| Skill5 =  
| Skill5 =  


| NudgeSkill1 =  
| NudgeSkill1 = {{#switch: {{#expr: floor({{#var:Displayed-CR|1}}/5)}}|0 = 1 |1 = 1 |2 = 2 |3 = 2|4 = 3|5 = 3|6 = 4|7 = 4|8 = 4}}
| NudgeSkill2 =  
| NudgeSkill2 =  
| NudgeSkill3 =  
| NudgeSkill3 =  
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   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->
   <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance" -->


| Ability-1-Action-Required =  
| Ability-1-Action-Required = Free Action 1/Rnd, After successful attack
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per round, per wraith, creatures struck by a wraith must succeed on a Fort save, DC {{Save-DC}}, or they suffer {{Ability-Dmg}} points of Constitution [[Ability Damage|damage]], which also heals the wraith {{CR}} points per point of Constitution drained. This is a spell-like ability and is subject to spell resistance, but does not provoke attacks of opportunity.
| Ability-1-Description = Once per round, per wraith, creatures struck by a wraith must succeed on a Fort save, DC {{Save-DC}}, or they suffer {{Ability-Dmg}} points of Constitution [[Ability Damage|damage]], which also heals the wraith {{Hit-Points | n=12 |op=div}} hit points. This is a spell-like ability and is subject to spell resistance, but does not provoke attacks of opportunity.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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<!--  SPECIAL ABILITY 2  -->
<!--  SPECIAL ABILITY 2  -->


| Ability-2-Name = Surprise weakness
| Ability-2-Name = Surprise Weakness


| Ability-2-Type = Su
| Ability-2-Type = Su
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-2-Action-Required =  
| Ability-2-Action-Required = Free Action, Ater Attack, with conditions
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-3-Action-Required =  
| Ability-3-Action-Required = Always On
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-4-Action-Required =  
| Ability-4-Action-Required = Move Action 1/Rnd
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
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   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->
   <!--Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"-->


| Ability-5-Action-Required =  
| Ability-5-Action-Required = Swift Action, With Conditions
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
   <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action, Free Action, Immediate Action
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
                 Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At Start of Encounter, Auto Upon Death, etc.        -->
Line 1,343: Line 1,347:


| Role-Only--Replace-Sneak-Power--Description =  
| Role-Only--Replace-Sneak-Power--Description =  
    <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage
        or save DC numbers with variables:
  {{To-Hit}}                {{Skill-DC|Easy}}          {{Special-Standard-Dmg}}
  {{Touch-Attack}}          {{Skill-DC|Average}}        {{Special-Swift-Dmg}}
  {{Save-DC}}              {{Skill-DC|Challenging}}    {{Special-Alpha-Dmg}}
  {{Hit-Points}}            {{Skill-DC|Hard}}          {{Ability-Dmg}}
  {{Bloodied-Hit-Points}}  {{Skill-DC|Impossible}}    {{Siege-Dmg}}
  {{Hit-Dice}}                                          {{Primary-Dmg}}
  {{Maneuver-Offense}}                                  {{Secondary-Dmg}}
  {{Maneuver-Defense}}                                  {{Tertiary-Dmg}}
  {{CR}}                                                {{Quaternary-Dmg}}
                                                        {{Ranged-Dmg}}
  POISON / DISEASE FORMAT
{{Malady
| Name =
| Intensity =
| Save-Type =
| Save-Mod =
| Frequency =
| Effect =
| Fruition =
| F-Duration =
}}
-->
<!--  REPLACE "PERSONAL SPACE ISSUES" OR "DARKEN THE SKY" POWER
      SWARM ROLE ONLY
        This section lets you write a custom power that will only display if this monster
        is given the "Swarm" role. It replaces the default "Personal Space Issues" power
        (or the "Darken The Sky" power, if it is a Troop), which allows swarms to inflict
        the Distracted condition when they damage a foe (or it grants an area of affect
        ranged attack if it is a troop). Leave this blank if you want the "Personal Space
        Issues" or "Darken the Sky" power to appear when this monster is designated as a
        "Swarm" role.                                                                      -->
| Role-Only--Replace-Swarm-Power--Name =
| Role-Only--Replace-Swarm-Power--Type =
    <!-- Values: Sp, Su, Ex; can also include things like "disease", "poison" or "stance"    -->
| Role-Only--Replace-Swarm-Power--Action-Required =
  <!-- Values: Full Round Action, Full Attack Action, Standard Action, Move Action, Swift Action,
        Free Action, Immediate Action, Free Action 1/Rnd, Free Action 1/Enc, Always On, Auto At
        Start of Encounter, Auto Upon Death, etc.                                          -->
| Role-Only--Replace-Swarm-Power--Concentration =
    <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will
        auto-detect Combat Casting and include it                                          -->
| Role-Only--Replace-Swarm-Power--Description =


     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
     <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage  
Line 1,376: Line 1,434:
| CombatTactics = Wraiths like to sneak up on their prey, hiding in walls or solid ground until they approach. They prefer to attack the weakest opponents first, hoping to bolster their ranks for the rest of the fight with additional wraiths.  
| CombatTactics = Wraiths like to sneak up on their prey, hiding in walls or solid ground until they approach. They prefer to attack the weakest opponents first, hoping to bolster their ranks for the rest of the fight with additional wraiths.  


: Wraiths can heal themselves with successful Life Drain attacks, and this, combined with their Incorporeal ability makes them extremely tough opponents.
Wraiths can heal themselves with successful Life Drain attacks, and this, combined with their Incorporeal ability makes them extremely tough opponents.


: Wraiths are insane with the need to destroy life, and will never abandon a fight with living opponents (though they may strategically retreat, only to return in a round or two, hoping to surprise their foes again).  
Wraiths are insane with the need to destroy life, and will never abandon a fight with living opponents (though they may strategically retreat, only to return in a round or two, hoping to surprise their foes again).  




<!--  OUT OF COMBAT   -->
<!--  OUT OF COMBAT   -->


| OutOfCombat = {{UndeadImmortality
| OutOfCombat = {{UndeadImmortality

Latest revision as of 03:53, 12 January 2023

Wraith (CR 5)

Chaotic Evil - Medium - Undead
Lore: Know (Religion)
10 27
Basic DC Full DC
Initiative
Initiative Icon 2.png
12
Perception:
18 +8
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
21
Man Def
Shield Icon 3.png
21
Monster Health
61 30 7
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +8
Refl: +3
Will: +3

Strong Against:

Weak Against:

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+8
Sword Icon 3.png
Man Off
+8
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Shadow Touch +12 vs. AC (always hits on a 17+ on the die) (1d8+1/19-20 x2)
    as necrotic (energy, uncommon)
    plus Life Drain and Surprise Weakness

Full Attack (Melee):

  • 3x Shadow Touch +12 vs. AC (always hits on a 17+ on the die) (1d8+4/19-20 x2)
    as necrotic (energy, uncommon)
    plus Life Drain and Surprise Weakness

Standard Attack (Ranged):

  • 1x Lacerating Wrath +12 vs. AC (always hits on a 17+ on the die) (1d8+1/19-20 x2)
    as necrotic (energy, uncommon)
    (Increment: 20 ft.; Max Range: 100 ft.)

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

14
STR
18
DEX
13
CON
6
INT
10
WIS
15
CHA

Skills:

Languages: Thanic

Feats:

Special Abilities

Life Drain (Sp) Free Action 1/Rnd, After successful attack

Once per round, per wraith, creatures struck by a wraith must succeed on a Fort save, DC 17, or they suffer 1d3 points of Constitution damage, which also heals the wraith 6 hit points. This is a spell-like ability and is subject to spell resistance, but does not provoke attacks of opportunity.

Surprise Weakness (Su) Free Action, Ater Attack, with conditions

If the Wraith successfully damages a creature which is flanked, flat-footed, or unaware of the Wraith's location, that creature becomes Withered until the end of the victim's next turn. This attack is a form of precision damage, and cannot be applied to creatures with concealment, or other traits or circumstances preventing precision damage.

Incorporeal (Ex) Always On

Creatures with the Incorporeal condition do not have a physical body. Incorporeal creatures are immune to all non-magical attack forms. Incorporeal creatures take half damage from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.

Incorporeal does NOT provide a miss chance.

Shadow Glide (Su) Move Action 1/Rnd

Once per round, the Wraith may move its speed as a move action without provoking any attacks of opportunity. During this move, it may pass through solid objects, ignore corners, and pass through enemies without penalty, though it must end the move in an unoccupied, unblocked space. If a wraith has already attacked a corporeal creature or otherwise interacted with the material world this turn, it may not use this ability until its next turn. (This prevents movement-based attacks, such as spring attack, from being combined with phasing abilities like this one).

Spawn Wraith (Su) Swift Action, With Conditions

As a swift action, a wraith can rip the essence of wrath from the corpse of any creature slain in the last minute, creating a new wraith. The wraith must be adjacent to the corpse it wishes to defile. The new wraith appears in the space where the creature died or the nearest unoccupied space. The new wraith takes its first action at the same initiative as its creating wraith, beginning the following round.

Raising the slain creature from the dead does not destroy this wraith. Newly-formed wraiths do not retain any of the abilities they possessed when they were living creatures. Spawned Wraiths are exactly like the creating-wraith except that the do not gain the Spawn Wraith ability until they have been a wraith for at least 24 hours. A single corpse can only ever spawn one wraith.
Wraith

Wraith

Wraiths appear as tall, ghostly figures shrouded in a wispy cloak that seems to move in a breeze that doesn't exist.

Wraiths are undead creatures of pure wrath, driven by an unspeakable hatred of all living things. A wraith's hatred is so great that small plant life near them withers within seconds. Many druids have observed that some animals seem capable of anticipating the approach of wraiths, often fleeing an area moments before the wraith appears. Even less sensitive animals are terrified of wraiths, becoming uncontrollably afraid and fleeing at the first opportunity.

Wraiths are merciless and cunning, phasing through walls and other obstacles to mask their approach, dispatching their prey with quick efficiency. Wraiths do not savor murder, they simply perform it and move to the next, as if in a hurry to get it all done with. Despite this efficient nature, when attacking, wraiths often scream or utter dark curses, venting their wrath for any surviving ears to hear.

Combat Tactics

Wraiths like to sneak up on their prey, hiding in walls or solid ground until they approach. They prefer to attack the weakest opponents first, hoping to bolster their ranks for the rest of the fight with additional wraiths.

Wraiths can heal themselves with successful Life Drain attacks, and this, combined with their Incorporeal ability makes them extremely tough opponents.

Wraiths are insane with the need to destroy life, and will never abandon a fight with living opponents (though they may strategically retreat, only to return in a round or two, hoping to surprise their foes again).

Out of Combat

Immortality
Many undead creatures, such as this one, cannot be killed by normal means. However, it will lie shattered and dormant after being defeated for as long as a thousand years before rising again to seek to rid the world of life. Casting Sanctify Corpse (Cleric Spell), Gentle Repose (Cleric Spell), Rest Eternal (Cleric Spell), Raise Dead (Cleric Spell), Resurrection (Cleric Spell), or using similar life-giving abilities in the space the creature was defeated only will delay its return for another millennia. In point of fact, there is no known way, short of a Wish (Sorcerer/Wizard Spell) or Miracle (Cleric Spell), or similar divine or quasi-divine intervention, to permanently destroy incorporeal undead.

Rewards

XP: 1,600

Treasure: Sellable Goods worth 1,625 gp.

Weight: 50 lbs.     Volume: 2 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)