War Wraith
Creature 9 — incorporeal, undead, unholy, wraith
These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, war wraiths haunt the shadowy places of the world but are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. War wraiths tend to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wrait
Source: pathfinder-monster-core-2
Perception +19
Skills acrobatics +19, intimidation +21, stealth +19
Str
-5
Dex
+6
Con
+3
Int
+3
Wis
+4
Cha
+6
AC 27
Fort +16
Ref +19
Will +21
HP 130
Immunities bleed, death-effects, disease, paralyzed, poison, precision, unconscious
Resistances all-damage (except force, ghost-touch, spirit, vitality) 10
Speed fly 60 feet
Offense
Melee Wraith Touch +21, Damage 2d12+6 void
Abilities
Draining Presence (aura, void) — 10 feet. A living creature that enters the aura must succeed at a DC 26 Fortitude save or become Drained 1. It recovers after it has been out of the aura for 1 minute. A creature that succeeds at its save is temporarily immune to draining presence for 24 hours.
Sunlight Powerlessness — While in sunlight, a war wraith is Stunned 2 and Clumsy 2.
Void Healing — Negative Healing
Absorb Wraith — Frequency once per round
Effect The war wraith extends their hand toward another wraith creature within 100 feet. The target wraith dissolves and streaks toward the war wraith in a straight line, dealing 3d10 void damage to each creature along the line with a DC 28 Fortitude save. The war wraith absorbs the essence of the target wraith, becoming Quickened for 1 minute. They can use their extra action only to Fly or Strike. An unwilling target can resist being absorbed if it succeeds at a DC 28 Will save.
Grip of Fear (emotion, fear, mental, nonlethal) — The wraith reaches into an adjacent creature's chest, gripping its heart. The target takes 9d6 mental damage with a DC 28 Will save. On a critical failure, the creature is also Paralyzed until the start of the wraith's next turn.
Robes of Welcome (divine, void) — Frequency once per round
Effect The wraith wraps their robes around an adjacent living creature, exposing it to void's embrace. If any creature is cursed by the wraith's void's embrace, the wraith can't impose void's embrace on another creature.
Void's Embrace (curse, death, divine, void) — If the victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, it bypasses the resistance of the wraith that cursed it
Saving Throw DC 28 Will
Stage 1 the victim is Dazzled in any light (1 hour)
Stage 2 the victim gains lifesense 30 feet but is Blinded in any light (1 hour)
Stage 3 as stage 2, but the creature also has void healing (1 hour)
Stage 4 the victim becomes Unconscious and can't awaken (1 day)
Stage 5 the creature dies and becomes a wraith under the command of the war wraith, its body crumbling to ash
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