Wraith: Difference between revisions
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Revision as of 18:27, 1 August 2018
Wraith (CR 5)
Chaotic Evil - Medium - Undead |
---|
Lore: | Know (Religion) | ||
10 | 27 | ||
Basic DC | Full DC |
Initiative |
Perception: | |
18 | +8 |
Passive | Active |
Ambush: |
10+ |
on a d20 |
Senses:
Movement Types:
Defense
AC |
Man Def |
Monster Health | ||
61 | 30 | 7 |
Hit Points | Bloodied | Hit Dice |
Saving Throws | |
Fort: | +8 |
Refl: | +3 |
Will: | +3 |
Strong Against:
- (Undead 1) Immune (no effect): diseases (infected, diseased, blighted), poisons (tainted, poisoned, blighted), ability damage (dilution, damage, drain), and essence damage (suppression, omission, destruction)
- (Undead 2) Immune (no effect): bleeds (bruised, bleed, ruptured), fatigued, exhausted
- (Undead 3) Immune (no effect): magical sleep (drowsy, sluggish, asleep), paralyzed, stunned
- (Undead 4) Immune (no effect): any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless)
Offense
Standard Attack (Melee):
- 1x Shadow Touch +8 (1d8+4/19-20 x2)
as undefined damage type
as negative energy, plus Life Drain and Surprise Weakness
Full Attack (Melee):
- 3x Shadow Touch +8 (1d8+4/19-20 x2)
as undefined damage type
as negative energy, plus Life Drain and Surprise Weakness
Standard Attack (Ranged):
- 1x Lacerating Wrath +8 (1d8+4/19-20 x2)
as undefined damage type
(Increment: 20 ft.; Max Range: 100 ft.)
as negative energy
Full Attack (Ranged):
Siege Damage: Not siege capable
Statistics
14 |
STR |
18 |
DEX |
13 |
CON |
6 |
INT |
10 |
WIS |
15 |
CHA |
Special Abilities
Life Drain (Sp) |
Creatures struck by a wraith must succeed on a Fort save, DC , or they suffer points of CON damage, which also heals the wraith points per point of constitution drained. This is a spell-like ability and is subject to spell resistance, but does not provoke attacks of opportunity. |
Surprise weakness (Su) |
If the Wraith successfully damages a creature which is flanked, flat-footed or unaware of the Wraith's location, that creature becomes Withered until the end of the victim's next turn. This attack is a form of precision damage, and cannot be applied to creatures with concealment, or other traits or circumstances preventing precision damage. |
Incorporeal (Ex) |
Creatures with the Incorporeal condition do not have a physical body. Incorporeal creatures are immune to all non-magical attack forms. Incorporeal creatures take half damage from magic weapons, spells, spell-like effects, and supernatural effects. Incorporeal creatures take full damage from other incorporeal creatures and effects, as well as all force effects.
|
Shadow Glide (Su) |
Once per round, the Wraith may move its speed as a move action without provoking any attacks of opportunity. During this move, it may pass through solid objects, ignore corners, and pass through enemies without penalty, though it must end the move in an unoccupied, unblocked space. If a wraith has already attacked a corporeal creature or otherwise interacted with the material world this turn, it may not use this ability until its next turn. (This prevents movement-based attacks, such as spring attack, from being combined with phasing abilities like this one). |
Spawn Wraith (Su) |
As a swift action, a wraith can rip the essence of wrath from the corpse of any creature slain in the last minute, creating a new wraith. The wraith must be adjacent to the corpse it wishes to defile. The new wraith appears in the space where the creature died or the nearest unoccupied space. The new wraith takes its first action at the same initiative as its creating wraith, beginning the following round.
|
Wraith
Wraiths appear as tall, ghostly figures shrouded in a wispy cloak that seems to move in a breeze that doesn't exist.
- Wraiths are undead creatures of pure wrath, driven by an unspeakable hatred of all living things. A wraith's hatred is so great that small plant life near them withers within seconds. Many druids have observed that some animals seem capable of anticipating the approach of wraiths, often fleeing an area moments before the wraith appears. Even less sensitive animals are terrified of wraiths, becoming uncontrollably afraid and fleeing at the first opportunity.
- Wraiths are merciless and cunning, phasing through walls and other obstacles to mask their approach, dispatching their prey with quick efficiency. Wraiths do not savor murder, they simply perform it and move to the next, as if in a hurry to get it all done with. Despite this efficient nature, when attacking, wraiths often scream or utter dark curses, venting their wrath for any surviving ears to hear.
Combat Tactics
Wraiths like to sneak up on their prey, hiding in walls or solid ground until they approach. They prefer to attack the weakest opponents first, hoping to bolster their ranks for the rest of the fight with additional wraiths.
- Wraiths can heal themselves with successful Life Drain attacks, and this, combined with their Incorporeal ability makes them extremely tough opponents.
- Wraiths are insane with the need to destroy life, and will never abandon a fight with living opponents (though they may strategically retreat, only to return in a round or two, hoping to surprise their foes again).
Out of Combat
Immortality
- Wraiths, like all undead, cannot die from natural causes. They do not breathe, eat or sleep, nor do they age. However, wraiths are only barely in the material world to begin with, and damage which reduces them to 0 or fewer hit points will disrupt their corporeality for anywhere from 10 to 100 years before they can reform enough to pose any threat to the world again. Sanctify Corpse (Spell), Consecrate (Spell) or Gentle Repose (Spell) will add ten years and a day to the time it takes for a wraith to reform. Resurrection (Spell) will bring the person associated with the wraith back to life, but the wraith will continue to exist, unharmed by the spell.
Rewards
XP: 1,600
Treasure: Sellable Goods worth 1,625 gp.
- Weight: 50 lbs. Volume: 2 cu. ft.
Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.
Table 1: Remnant(s) Found | |
---|---|
1 - 10 | Nothing Found |
11 - 14 | 1 Languid Remnant (tier 1) |
15 - 17 | 1 Pale Remnant (tier 2) |
18 - 19 | 1 Bright Remnant (tier 3) |
20 | Roll on Table 2 |
### | Nothing to see here! |
### | Or here. Move along. |
Table 2: Remnant(s) Found | |
---|---|
1 - 5 | 3 Languid Remnants (tier 1) |
6 - 10 | 3 Pale Remnants (tier 2) |
11 - 14 | 1 Intense Remnant (tier 4) |
15 - 17 | 1 Blazing Remnant (tier 5) |
18 - 19 | 1 Vital Remnant (tier 6) |
20 | Roll on Table 3 |
### | Or here. Move along. |
Table 3: Remnant(s) Found | |
---|---|
1 - 5 | 3 Bright Remnants (tier 3) |
6 - 8 | 3 Intense Remnants (tier 4) |
9 - 11 | 3 Blazing Remnants (tier 5) |
12 - 14 | 3 Vital Remnants (tier 6) |
15 - 17 | 1 Prime Remnant (tier 7) |
18 - 19 | 1 Mythic Remnant (tier 8) |
20 | 1 Empyrean Remnant (tier 9) |