"This creature is a sinister, spectral figure robed in darkness. It's nearly as large as an ogre, and it has no visible features or appendages except for the glowing red pinpoints of its eyes."
The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its spring attacks and natural reach to strike with deadly effect and melt back into the shadows—or the walls.
Traits[]
- Undead 16
- Usually lawful evil
- Abilities: STR 10, DEX 28, CON 10, INT 17, WIS 18, CHA 24
- Hitpoints: 104
- Saves: Fortitude 5, Reflex 14, Will 14
- AC: 25
- AB: +17/+12
- Damage: 2d6+1 slashing/piercing, critical 20/x2, on hit: Dread Wraith Constitution Drain (claw +1)
- the on hit ability permamently drains 1d8 constitution and gives the Dread Wraith 5 temporary hit points. On difficulties above normal instantly kills victim if CON reaches 0. Fortitude saving throw against DC 25 negates, has no desciptor, so saving throw bonus against negative energy won't help
- Skills: Hide 8, Listen 8, Diplomacy 4, Search 8, Spot 8, Intimidate 8
- Feats: Alertness, Darkvision, Weapon Proficiency (creature), Blind-Fight, Improved Initiative, Mobility, Dodge, Spring Attack, Weapon Finesse
- Damage reduction 1000/+1
- Immunity to disease, critical hits, death magic, level/ability drain, mind-affecting spells, paralysis, poison, sneak attack
- Turn Resistance 2
- Unnatural aura 1/day at caster level 5: duration 6 rounds, DC 15
- Fast movement (112,5% of normal)
- Incorporeal
- CR 11
Notes[]
- Dread wraith's damage reduction serves no purpose as incorporeal creatures are immune to non-magical weapons.