Perception +14; darkvision, lifesense 60 feet
Languages Common, Necril
Skills
+14, +15, +14Str –5, Dex +4, Con +0, Int +2, Wis +2, Cha +5
Lifesense (
, 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,
, or positive; double resistance vs. non-magical)Sunlight Powerlessness A wraith caught in sunlight is
2 and 2.Attack of Opportunity Trigger A creature within the monster’s reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using. Effect The monster attempts a melee
against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn’t count toward the monster’s , and its multiple attack penalty doesn’t apply to this Strike.Speed fly 40 feet
Melee spectral hand +17 (
), Damage 2d8+5 negative plus drain lifeDrain Life (divine,
) 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 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.