Zealot Wraith
System: Pathfinder | SRD
Zealot Wraith
CR 7
XP 3200
Init +8
;
Senses darkvision 60 ft.; Perception +16
Defense
AC 18, touch 18, flat-footed 13 (+3 deflection, +4 Dex, +1 dodge)
hp 75 (10d8+30)
Fort +6,
Ref +7,
Will +10
Immune undead traits
Weaknesses legacy of faith
Offense
Speed fly 60 ft. (average)
Melee incorporeal touch +11 touch (1d8 plus curse of sorrowful wasting)
Special Attacks channel negative energy (7d6, DC 18, 6/day, as 7th-level cleric), curse of sorrowful wasting (DC 18)
CMB +11
CMD 25
Statistics
Str —,,
Dex 19,,
Con —,,
Int 11,,
Wis 16,,
Cha 17
Base Atk +7
Feats Channel Smite , Combat Reflexes , Dodge , Flyby Attack , Improved Initiative
Skills Intimidate +16, Knowledge (religion) +13, Perception +16, Sense Motive +11, Stealth +12
Languages Common
Special Abilities
Curse of Sorrowful Wasting (Su) Curse—incorporeal touch; save Fortitude DC 18; frequency 1/day; effect 1d4 Charisma drain and the creature can no longer benefit from morale bonuses. The save DC bonus is Charisma-based.
Legacy of Faith (Su) Zealot wraiths still recall the tenets of their faith, constraining their actions. A zealot wraith recoils from strongly presented holy symbols of its god. A holy symbol does not harm a zealot wraith; it merely keeps the wraith at bay. A recoiling zealot wraith must stay at least 5 feet away from a strongly presented holy symbol and cannot touch or make melee attacks against the creature presenting it. Holding a zealot wraith at bay with a holy symbol requires a standard action. After 1 round, the zealot wraith can overcome its revulsion and function normally each round it succeeds at a DC 25 Will save.