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Wraith - CR: 5
SpeciesHuman
SubspeciesWraith
SizeMedium
TypeUndead (Incorporeal)
Hit Dice5d8+10 (82 hp)
SpeedFly 60 ft. (good)
AbilitiesStr -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Special QualitiesDarkvision 60 ft., Daylight Powerlessness, Incorporeal Traits, +2 turn resistance, Undead Traits, Unnatural Aura
AlignmentLE
Skills
Diplomacy +6, Intimidate +10, Perception +11, Sense Motive +8, Stealth +11, Survival +2 (+4 following tracks)
Feats
Alertness, Blind-Fight, Combat Reflexes, Improved Initiative
Combat
Initiative+7
Armor Class (AC)1 (35) [+2 base, +3 dex, +2 defl]
Base Attack+10%/-
Full AttackIncorporeal Touch +25% (max Medium plus constitution drain)
Space/Reach5 ft./5 ft.
Special AttacksConstitution drain, Create Spawn
SavesFort +1, Ref +4, Will +6
Description
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.

Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack can potentially be affected by the wraith unnatural drain... 1st Level Spell, +70% OB, Constitution Drain, Fortitude. The save DC is Charisma-based. On each such successful attack, the wraith gains 10 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.

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