Wraith | CR 5 |
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Always LE Medium Undead (Incorporeal) Init +7; Senses darkvision 60 ft.; Listen +12, Spot +12 Aura unnatural aura Languages Common, Infernal |
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AC 15, touch 15, flat-footed 12 hp 32 (5 HD) Fort +1, Ref +4, Will +6 |
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Speed fly 60 ft. (good) Melee Incorporeal touch +5 (1d4 plus 1d6 Constitution drain) Space 5 ft.; Reach 5 ft. Base Atk +2; Grp − Atk Options Blind-Fight, Combat Reflexes Special Actions create spawn |
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Abilities Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15 SQ daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits Feats Blind-Fight, Combat Reflexes, Alertness, Improved Initiative Skills Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks) Advancement 6-10 HD (Medium) |
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Constitution Drain (Su) Living creatures hit by a wraith's incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.
Create Spawn (Su) Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. 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.
Daylight Powerlessness (Ex) Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Unnatural Aura (Su) Animals, whether wild or domesticated, 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. |