Wraith
CR 5, LE Medium Undead (incorporeal)
Senses: Perception 10, Darkvision 60, LifesenseThe creature notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Speed: fly 60 ft. (good) Skills: Athletics 7, Insight 10, Intimidation 13, Stealth 11
Languages: Common, Infernal
Ability Scores: Str --, Dex 16 (+5), Con --, Int 14 (+9), Wis 14 (+9), Cha 21 (+12)
INIT: +7 CP: +3 HP: 47 (5d8+25) SA: -- DC: 18
AC: 18 Touch: 18 Flat-footed: 15 [+3 Dodge, +5 Shield]
SR: -- Vulnerable: -- Resistant: -- Bypass: Magical Weapons, Silver, Good, Force, Radiant
Immunity: Bleed, Poison, Necrotic, Psychic, Weapons Effect Immunity: Con Save Effects, Death Effects, Disease, Fatigue, Life Drain, Mental Effects, Paralysis, Ability Damage, Sleep, Stun, Suffocation, Starvation, Fall Damage, Grapple, Trip, Touch-Based Traps
Blind-Fight (ex) - The Wraith is proficient in fighting without the use of sight and gets +3 on all vision-based cover rolls. They are also not flat-footed when defending against invisible Wraiths and can move at full speed while blinded.
Combat Reflexes (ex) - The Wraith gets a number of reactions equal to its dexterity bonus.
Unnatural Aura (su, Aura) - Animals do not willingly approach within 30 feet of the creature, unless a master makes a DC 25 Handle Animal or wild empathy check.
Incorporeal (ex) - An incorporeal creature can enter or pass through solid objects. It can sense the presence of creatures or objects within a square adjacent to its current location. Incorporeal creatures pass through and operate in water as easily as they do in air. An incorporeal creature cannot pass through a force effect. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. Nonvisual senses, such as scent and blindsight, are ineffective against it.
Sunlight Powerlessness (ex) - When caught in sunlight, the Wraith cannot attack and is staggered.
Channel Resistance (ex) - The Wraith gains advantage on saves against Channel Energy
Attacks
- Melee (Natural) - 1 x incorporeal touch +6 (1d6 necrotic damage plus 1d6 Con damage (afflicted wound)). Reach: 5 ft. Create Spawn - A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life. Afflicted Wound - Afflicted wounds cause ability damage that cannot be healed until the curse is removed from them. Even a restoration spell fails while the curse is in effect. After remove curse or a similar spell is used to lift the curse, then the wounds can be heal normally.
Environment: any
Organization: None
Treasure: none
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 born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives. Dread Wraith A wraith that exists for long enough and feeds on enough life force undergoes an unholy transformation, becoming a creature known as a dread wraith. This causes the wraith to increase in size and strength, and to inf lict 2d6 points of negative energy damage and 1d8 Constitution drain with its incorporeal touch. You can create a dread wraith by applying the giant and advanced simple templates, or you can increase the basic wraith to a Large 16 HD undead.