Wraith: Difference between revisions

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[[Image:wraith.jpg|384px|right|Yikes!]]
[[Image:wraith.jpg|384px|right|Yikes!]]
== Wraith (CR 5) ==
== Wraith (CR 5) ==
Referees should adjust the numbers presented below by small amounts to better fit the theme of the monster being converted.
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
 
<span style="color:#0000FF"><insert descriptive text here></span>




Line 18: Line 16:
'''XP''' 1,600
'''XP''' 1,600


<span style="color:#0000FF"><alignment> <size> <racial keyword></span>
LE Medium Undead


'''Init''' +3; '''Senses''' <span style="color:#0000FF"><any special senses (darkvision, low-light, tremorsense, etc.)></span>, Perception +8
'''Init''' +7; '''Senses''' Darkvision 60', Lifesense, Perception +7




=== DEFENSE ===
=== DEFENSE ===
'''AC''' 21, '''touch''' 14, '''flat-footed''' 17 (+4 dex, +7 armor <span style="color:#0000FF"><adjust as needed></span>)
'''AC''' 21, '''touch''' 14, '''flat-footed''' 17 (+4 dex, +7 armor)


'''hp''' 52
'''hp''' 52


'''Fort''' +8, '''Ref''' +4, '''Will''' +4 <span style="color:#0000FF"><swap as needed; only one strong save></span>
'''Fort''' +8, '''Ref''' +4, '''Will''' +4


'''Special Defenses''' <span style="color:#0000FF"><copy from source></span>
'''Special Defenses''' [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Undead-Traits-Ex- Undead Traits], Regen 5 per round, ER 10/negative energy, [[Incorporeal]]
 
'''Weaknesses''': Wraiths take +5 additional damage from attacks that deal positive energy damage, gain the [[Rattled]] condition when in direct sunlight.




=== OFFENSE ===
=== OFFENSE ===
'''Speed''' 30 ft. <span style="color:#0000FF"><adjust as needed; list other movement types here also></span>
'''Speed''' 30 ft., Flight (hover)


'''Single Melee''' <span style="color:#0000FF"><melee weapon></span> +10 (1d8+5/19-20x2)
'''Single Melee''' Shadow Touch +10 (1d8+5 negative energy damage plus Inflict Weakness and Sneak Attack)


: <span style="color:#0000FF">or: '''Single Melee''' Bite +10 (1d8+2/x2)</span>
'''Full Melee''' Shadow Touch +10 (1d8+5 negative energy damage plus Inflict Weakness and Sneak Attack)


'''Full Melee''' <span style="color:#0000FF"><melee weapon></span> +10 (1d8+5/19-20x2)
'''Ranged''' -


: <span style="color:#0000FF">or: '''Full Melee''' Bite +10 (1d8+2/x2), 2x Claws +10 (1d6+2/x2)</span>
'''Special Attacks''' Shadow Glide, Sneak Attack, Spawn Wraith, Inflict Weakness


'''Ranged''' <span style="color:#0000FF"><optional ranged attack></span> +10 (1d8+5/x2) 
'''Action Points''' 0
 
'''Special Attacks''' <span style="color:#0000FF"><copy from source; the save DC's for any such ability should be around 14. See below></span>
 
'''Action Points''' 0 <span style="color:#0000FF"><common monsters never have action points, named monsters often have one.></span>




=== STATISTICS ===
=== STATISTICS ===
Str <span style="color:#0000FF"><###></span>, Dex <span style="color:#0000FF"><###></span>, Con <span style="color:#0000FF"><###></span>, Int <span style="color:#0000FF"><###></span>, Wis <span style="color:#0000FF"><###></span>, Cha <span style="color:#0000FF"><###></span>  <span style="color:#0000FF"><copy from source></span>
Str 14, Dex 18, Con 13, Int 6, Wis 10, Cha 15


'''Base Atk''' +5; '''CMB''' +11; '''CMD''' 22
'''Base Atk''' +5; '''CMB''' +11; '''CMD''' 22


'''Feats''' <span style="color:#0000FF"><pick one or two thematically relevant feats; avoid complicated ones.></span>
'''Feats''' [[Blind-Fight]], [[Combat Reflexes]]


'''Skills''' <span style="color:#0000FF"><choose only if relevant, values around 1.5 x creature’s CR></span>
'''Skills''' -


'''Languages''' <span style="color:#0000FF"><copy from source></span>
'''Languages''' Common




=== SPECIAL ABILITIES ===
=== SPECIAL ABILITIES ===
Basic monsters typically have up to one special abilityNamed monsters could have three to five special abilities.  
; Inflict Weakness
Creatures struck by a wraith must succeed on a Fort save, DC 14, or their Constitution is drained 1d2 points.  In addition, all creatures struck, even those that made their Fort save, become weakened, dealing only half damage from all melee and ranged attacks until the end of their next turn.  (Spell damage is unaffected by weakness.)
 
 
; Incorporeal
Creatures with the [[Incorporeal]] condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) 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.
 
 
; Shadow Glide
Once per encounter, the Wraith may move his full speed as a move action without provoking any attacks of opportunityDuring this move, he may pass through solid objects, ignore corners, and pass through enemies without penalty, though he must end the move in an empty space.
 
 
; Sneak Attack
If the Wraith attacks a creature which is flanked, flat-footed or unaware of the Wraith's location, he adds 1d6 extra damage to his attacks.  This is precision damage, and cannot be applied to creatures immune to critical hits, or those with concealment, or other traits or circumstances preventing precision damage.


Often, the converted creature's special abilities should just be carried forward, with the numeric values adjusted using the numbers above.


Be aware, however, that you don't actually need very many special abilities, even for complex uniques like Orcus. Your monsters probably won't live more than about three rounds. Some creatures you convert may have dozens of listed abilities in their source material.  Just pick a few of the most interesting ones to make the fight memorableYour named monsters should be able to do something interesting each round, though there's no rule it has to be a different interesting thing each round.
; Spawn Wraith
Creatures slain by a wraith become a wraith at the start of the creating-wraith's next turn. The new wraith appears in the space where the creature died or the nearest unoccupied spaceRaising the slain creature does not destroy this wraith.


Named monsters can also have 1 or even 2 action points, even if they have no role. Note that you can never spend more than 1 action point in a single round.


Any special abilities which have a save DC should have '''the DC set to 14'''.
; Lifesense
A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.




=== TREASURE ===
=== TREASURE ===
Assuming you're using the 'Medium XP' progression chart, each creature should drop loot with a '''sell value of approximately 1,375 gp''' at this CR.
sell value of approximately 1,375 gp

Revision as of 21:04, 24 March 2014


Yikes!

Wraith (CR 5)

This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.


GENERAL

CR 5 Hit Dice 7

XP 1,600

LE Medium Undead

Init +7; Senses Darkvision 60', Lifesense, Perception +7


DEFENSE

AC 21, touch 14, flat-footed 17 (+4 dex, +7 armor)

hp 52

Fort +8, Ref +4, Will +4

Special Defenses Undead Traits, Regen 5 per round, ER 10/negative energy, Incorporeal

Weaknesses: Wraiths take +5 additional damage from attacks that deal positive energy damage, gain the Rattled condition when in direct sunlight.


OFFENSE

Speed 30 ft., Flight (hover)

Single Melee Shadow Touch +10 (1d8+5 negative energy damage plus Inflict Weakness and Sneak Attack)

Full Melee Shadow Touch +10 (1d8+5 negative energy damage plus Inflict Weakness and Sneak Attack)

Ranged -

Special Attacks Shadow Glide, Sneak Attack, Spawn Wraith, Inflict Weakness

Action Points 0


STATISTICS

Str 14, Dex 18, Con 13, Int 6, Wis 10, Cha 15

Base Atk +5; CMB +11; CMD 22

Feats Blind-Fight, Combat Reflexes

Skills -

Languages Common


SPECIAL ABILITIES

Inflict Weakness

Creatures struck by a wraith must succeed on a Fort save, DC 14, or their Constitution is drained 1d2 points. In addition, all creatures struck, even those that made their Fort save, become weakened, dealing only half damage from all melee and ranged attacks until the end of their next turn. (Spell damage is unaffected by weakness.)


Incorporeal

Creatures with the Incorporeal condition do not have a physical body. Incorporeal creatures are immune to all nonmagical attack forms. Incorporeal creatures take half damage (50%) 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.


Shadow Glide

Once per encounter, the Wraith may move his full speed as a move action without provoking any attacks of opportunity. During this move, he may pass through solid objects, ignore corners, and pass through enemies without penalty, though he must end the move in an empty space.


Sneak Attack

If the Wraith attacks a creature which is flanked, flat-footed or unaware of the Wraith's location, he adds 1d6 extra damage to his attacks. This is precision damage, and cannot be applied to creatures immune to critical hits, or those with concealment, or other traits or circumstances preventing precision damage.


Spawn Wraith

Creatures slain by a wraith become a wraith at the start of the creating-wraith's next turn. The new wraith appears in the space where the creature died or the nearest unoccupied space. Raising the slain creature does not destroy this wraith.


Lifesense

A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.


TREASURE

sell value of approximately 1,375 gp