Wraith
System: Pathfinder | SRD
Wraith
CR 5
LE
Undead (incorporeal)
Medium
Init +7
;
Senses darkvision 60 ft., lifesense; Perception +10
Defense
AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
hp 47 (5d8+25)
Fort +6
Ref +4
Will +6
Immune undead traits
Weaknesses sunlight powerlessness
Offense
Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)
Special Attacks create spawn
Aura unnatural aura (30 ft.)
CMB +6
CMD 21
Statistics
Str -,
Dex 16,
Con -,
Int 14,
Wis 14,
Cha 21
Base Atk +3
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11
Languages Common, Infernal
Special Abilities
Create Spawn (Su) 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.
Constitution Drain (Su) Creatures hit by a wraith's touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.