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Monsters

id130
NameWraith
SizeAndTypeMedium-Size Undead (Incorporeal)
HitDice5d12 (32)
Initiative+7 (+3 Dex, +4 Improved Initiative)
Speed30 ft., fly 60 ft. (good)
ArmorClass15 (+3 Dex, +2 deflection)
AttacksIncorporeal touch +5 melee
DamageIncorporeal touch 1d4 and 1d6 permanent Constitution drain
FaceAndReach5 ft. by 5 ft./5 ft.
SpecialAttacksConstitution drain, create spawn
SpecialQualitiesUndead, incorporeal, +2 turn resistance,unnatural aura, daylight powerlessness
Saves_Fort1
Saves_Ref4
Saves_Will6
AbilitiesStr -, Dex 16, Con -, Int 14, Wis 14, Cha 15
SkillsHide +11, Intimidate +10, Intuit Direction +6, Listen+12, Search +10, Sense Motive +8, Spot +12
FeatsAlertness, Blind-Fight, Combat Reflexes, Improved Initiative
ClimateAndTerrainAny land and underground
OrganizationSolitary, gang (2-5), or pack (6-11)
ChallengeRating_Value5
TreasureNone
AlignmentAlways lawful evil
Advancement6-10 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.