Wraith

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Wraith (CR 5)

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

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 plantlife near them withers within seconds. Many druids have observed that some animals seem capable of anticipating the approach of wraiths, often fleeing an area second 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.


GENERAL

CR 5 Hit Dice 7

XP 1,600

CE Medium Undead

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


DEFENSE

AC 21, touch 14, flat-footed 18 (+4 armor, +3 dex, +3 natural, +1 deflection)

hp 65

Fort +8, Ref +4, Will +4

Aura: -

SR: -

Special Defenses:

  • Regen 5 per round
  • Incorporeal
  • healed by negative energy

Immunities:

  • all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)
  • disease, poison, ability damage, ability drain, energy drain
  • death effects, necromancy effects, sleep effects
  • nonlethal damage
  • paralysis, stunning, fatigue, exhaustion
  • any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)

Weaknesses: vulnerability to positive energy, gain the Rattled condition when in direct sunlight.


OFFENSE

Speed 30 ft., Flight (hover)

Single Melee Shadow Touch +10 (1d8+6 negative energy damage) plus Life Drain and Surprise Weakness

Full Melee Shadow Touch +10 (1d8+6 negative energy damage) plus Life Drain and Surprise Weakness

Ranged -

Special Attacks Shadow Glide, Spawn Wraith, Inflict Weakness

Action Points 0


STATISTICS

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

Base Atk +5; CMB +9; CMD 19

Feats -

Skills Stealth +8

Languages Thanic


SPECIAL ABILITIES

Life Drain (Ex)

Creatures struck by a wraith must succeed on a Fort save, DC 14, or their Constitution is drained 1d2 points.


Surprise Weakness (Ex)

If the Wraith successfully damages a creature which is flanked, flat-footed or unaware of the Wraith's location, that creature becomes weakened, dealing only half damage with all melee and ranged attacks until the end of their next turn. This attack is a form of precision damage, and cannot be applied to creatures immune to critical hits, or those with concealment, or other traits or circumstances preventing precision damage.


Incorporeal (Ex)

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 (Ex)

Once per round, the Wraith may move his 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. 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)

Creatures slain by a wraith become wraiths themselves 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. Creatures raised as wraiths do not retain any of the abilities they possessed when alive. Spawned Wraiths are exactly like the creating-wraith except that the do not have the Spawn Wraith ability in turn.


Lifesense (Su)

A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. Lifesense allows targeting of creatures in combat, even through blocked spaces such as walls or doors, though the wraith must have line of effect in order to actually attack the creature. Lifesense is also unaffected by environmental effects such as being underwater or in a vacuum, though anti-magic effects will disrupt Lifesense temporarily.


Immortality

Wraiths, like all undead, cannot die from natural causes. They do not breathe, eat or sleep, nor do they age. However, wraiths are only barely in the material world to begin with, and damage which reduces them to 0 or fewer hit points will disrupt their corporeality for anywhere from 10 to 100 years before they can reform enough to pose any threat to the world again. A sanctify corpse, consecrate or gentle repose spell will add ten years and a day to the time it takes for a wraith to reform. A resurrection spells will bring the person associated with the wraith back to life, but the wraith will continue to exist, unharmed by the spell.


TREASURE

sell value of approximately 1,375 gp