Wraith: Difference between revisions
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| Ability-1-Description = Once per | | Ability-1-Description = Once per round, per wraith, creatures struck by a wraith must succeed on a Fort save, DC {{Save-DC}}, or they suffer {{Ability-Dmg}} points of CON [[Ability Damage|damage]], which also heals the wraith {{CR}} 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. | ||
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Revision as of 02:18, 1 September 2020
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 +12 vs. AC (always hits on a 17+ on the die) (1d8+4/19-20 x2)
as necrotic (energy, uncommon)
plus Life Drain and Surprise Weakness
Full Attack (Melee):
- 3x Shadow Touch +12 vs. AC (always hits on a 17+ on the die) (1d8+4/19-20 x2)
as necrotic (energy, uncommon)
plus Life Drain and Surprise Weakness
Standard Attack (Ranged):
- 1x Lacerating Wrath +12 vs. AC (always hits on a 17+ on the die) (1d8+4/19-20 x2)
as necrotic (energy, uncommon)
(Increment: 20 ft.; Max Range: 100 ft.)
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) |
Once per round, per wraith, creatures struck by a wraith must succeed on a Fort save, DC 17, or they suffer 1d3 points of CON damage, which also heals the wraith 5 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
Many undead creatures, such as this one, cannot be killed by normal means. However, it will lie shattered and dormant after being defeated for as long as a thousand years before rising again to seek to rid the world of life. Casting Sanctify Corpse (Cleric Spell), Gentle Repose (Cleric Spell), Rest Eternal (Cleric Spell), Raise Dead (Cleric Spell), Resurrection (Cleric Spell), or using similar life-giving abilities in the space the creature was defeated only will delay its return for another millennia. In point of fact, there is no known way, short of a Wish (Sorcerer/Wizard Spell) or Miracle (Cleric Spell), or similar divine or quasi-divine intervention, to permanently destroy incorporeal undead.
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 | |
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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 | |
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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 | |
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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) |