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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
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)  



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.


Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002