Perception +14; darkvision, lifesense 60 feet
Languages Common, Necril
Skills Acrobatics +14, Intimidation +15, Stealth +14
Str –5, Dex +4, Con +0, Int +2, Wis +2, Cha +5
Lifesense (divination, divine) Wraiths sense the vital essence of living and undead creatures within the listed range.
AC 24; Fort +8, Ref +14, Will +14; +1 status to all saves vs. positive
HP 80, negative healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, or positive; double resistance vs. non-magical)
Sunlight Powerlessness A wraith caught in sunlight is stunned 2 and clumsy 2.
Attack of Opportunity
Speed fly 40 feet
Melee spectral hand +17 (finesse), Damage 2d8+5 negative plus drain life
Drain Life (divine, necromancy) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 5 temporary Hit Points and the creature must succeed at a DC 23 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Wraith Spawn (divine, necromancy) A living humanoid slain by a wraith’s spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the wraith that killed it. It doesn’t have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy.