SRD:Wraith

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WRAITH

Wraith
Size/Type: Medium Undead (Incorporeal)
Hit Dice: 5d12 (32 hp)
Initiative: +7
Speed: Fly 60 ft. (good) (12 squares)
Armor Class: 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple: +2/—
Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Full Attack: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constitution drain, create spawn
Special Qualities: Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura
Saves: Fort +1, Ref +4, Will +6
Abilities: Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)
Feats: AlertnessB, Blind Fight, Combat Reflexes, Improved InitiativeB
Environment: Any
Organization: Solitary, gang (2–5), or pack (6–11)
Challenge Rating: 5
Treasure: None
Alignment: Always lawful evil
Advancement: 6–10 HD (Medium)
Level Adjustment:

Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.

A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.

Wraiths speak Common and Infernal.

COMBAT

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

SEE WIKIPEDIA ENTRY: Wraith



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gollark: Faster immune system clearing of viruses generally means fewer mutations, I think.
gollark: If you think people have a 0.02% chance of dying of COVID-19, and I arbitrarily assume you think young people are 1 OOM better off (so 0.002% chance), then that's still better than the maybe 0.0001% (1 in 1 million) chance of dying of vaccines.
gollark: You can do multiple things, actually.
gollark: In which case that's... substantially more than 1 per million.
gollark: I assume you mean 0.02%.
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