Wraith

CREATURE 6

le medium incorporeal undead wraith 

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

HP 80, negative healing; Immunities poison, precision, death effects, disease, paralyzed, 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 [R]

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.

Bestiary, page 335. Expanded in LOIL.

Open Wraith in the interactive creatures list or browse all creatures starting with W.