D20:Wraith Creature
[top]WRAITH
Medium (Undead (Incorporeal)) CR 5 | ||
---|---|---|
HP 32, hd5d12 Initiative +7AC 15 (+3 Dex, +2 deflection), touch 15, flat-fooded 12 Fort +1, Ref +4, Will +6 Speed Fly 60 ft. (good) (12 squares) Spot , Listen | ||
Standard attacks BAB +2, Grapple ? | ||
Attacks | ||
Full attack: Incorporeal touch +5 melee (1d4 plus 1d6 Consitution drain) | ||
Special Attacks/Qualities | ||
Consitution drain, create spawn | ||
Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura | ||
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 | ||
Str Con Dex 16 Int 14 Wis 14 Cha 15 | ||
Alignment Always lawful evil, Environment Any, Organisation Solitary, gang (2?5), or pack (6?11) |
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.
[top]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.
Consitution Drain (Su): Living creatures hit by a wraith?s incorporeal touch attack must succeed on a DC 14 Fortutude save or take 1d6 points of Consitution 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
System Reference Document -> List of Creatures (SRD)
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
Consitution Drain (Su): Living creatures hit by a wraith?s incorporeal touch attack must succeed on a DC 14 Fortutude save or take 1d6 points of Consitution 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
System Reference Document -> List of Creatures (SRD)
This article is a D20 reference page The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. |
Category: Any Environment | CR5 | Creature | D20 | Evil Alignment | Incorporeal Subtype | LA- | Large Size | Lawful Alignment | Medium Size | SRD | Undead Type
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Created by Last edited by , 10-23-2011 at 01:59 PM 0 Comments, 11,001 Views |
, 07-29-2009 at 02:56 AM
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