Wraith | Size & Type (subtype): | Medium-Size Undead (Incorporeal) | Hit Dice: | 5d12 (32) | Initiative: | +7 (+3 Dex, +4 Improved Initiative) | Speed: | 30 ft., fly 60 ft. (good) | Armor Class: | 15 (+3 Dex, +2 deflection) | Attacks: | Incorporeal touch +5 melee | Damage: | Incorporeal touch 1d4 and 1d6 permanent Constitution drain | Face and Reach: | 5 ft. by 5 ft./5 ft. | Special Attacks: | Constitution drain, create spawn | Special Qualities: | Undead, incorporeal, +2 turn resistance,unnatural aura, daylight powerlessness | Saving Throws | Fortitude: 1 Reflex: 4 Will: 6
| Abilities: | Str: Dex: 16 Con: Int: 14 Wis: 14 Cha: 15 | Skills: | Hide +11, Intimidate +10, Intuit Direction +6, Listen+12, Search +10, Sense Motive +8, Spot +12 | Feats: | Alertness, Blind-Fight, Combat Reflexes, Improved Initiative | Climate and Terrain: | Any land and underground | Climate: | cold,temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary, gang (2-5), or pack (6-11) | Challenge Rating: | 5 | Challenge Rating Value: | 5 | Treasure: | None | Alignment: | Always lawful evil | Advancement: | 6-10 HD (Medium-size) |
| Description: |
Combat
Constitution Drain (Su): Living creatures hit by a
wraith's incorporeal touch attack must succeed at a
Fortitude save (DC 14) or suffer 1d6 points of permanent
Constitution drain.
Create Spawn (Su): Any humanoid slain by a wraith becomes a
wight in 1d4 rounds. Spawn are under the command of the wraith
that created them and remain enslaved until its death. They do
not possess any of the abilities they had in life.
Unnatural Aura (Su): Both wild and domesticated animals can
sense the unnatural presence of a wraith at a distance of 30
feet. They will not willingly approach nearer than that and panic
if forced to do so; they remain panicked as long as they are
within that range.
Undead: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and disease. Not subject to critical hits,
subdual damage, ability damage, energy drain, or death from
massive damage.
Incorporeal: Can be harmed only by other incorporeal
creatures, +1 or better magic weapons, or magic, with a 50%
chance to ignore any damage from a corporeal source. Can pass
through solid objects at will, and own attacks pass through
armor. Always moves silently.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in
natural sunlight (not merely a daylight spell) and flee from it.
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