Wyrmwraith

CREATURE 17

rare ce gargantuan dragon incorporeal undead wraith 

Perception +29; darkvision, lifesense 120 feet

Languages Common, Draconic, Necril

Skills Acrobatics +30, Arcana +30, Intimidation +33, Religion +33, Stealth +33

Str -5 Dex +9 Con +0 Int +7 Wis +7 Cha +9

AC  39; Fort +29, Ref +32, Will +32

HP 280, negative healing; Immunities poison, precision, death effects, disease, paralyzed, unconscious; Resistances all 20 (except force, ghost touch, or positive; double resistance vs. non-magical)

Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 33 (page 305)

Sunlight Powerlessness A wyrmwraith in sunlight is clumsy 2 and stunned 2.

Positive Energy Transfer [R] (conjuration, divine) Trigger The wyrmwraith succeeds at a saving throw to resist positive damage but still takes damage; Effect The wyrmwraith transfers all positive damage from the effect to a single undead creature of their choice within 120 feet that they control or that's friendly or helpful to them.

Speed 50 feet, fly 80 feet

Melee [>] spectral jaws +34 (reach 20 feet), Damage 3d12+17 negative plus drain life

Melee [>] spectral claw +34 (agile, reach 15 feet), Damage 3d8+17 negative plus divine dispelling and drain life

Divine Innate Spells DC 35; 8th charm (undead targets only); 7th divine wrath (×3), finger of death; 6th vampiric exsanguination; 4th charm (×3), darkness; 3rd bind undead (at will)

Divine Rituals DC 35; create undead (8th)

Breath Weapon [>>] (divine, necromancy, negative) The wyrmwraith unleashes a burst of negative energy that deals 18d6 negative damage to all creatures in a 60-foot cone (DC 38 basic Reflex save) They can't use Breath Weapon again for 1d4 rounds.

Divine Dispelling (abjuration, divine) A wyrmwraith's claws rend divine magic. Whenever a wyrmwraith hits a creature with a spectral claws Strike, the wyrmwraith can attempt a Religion check to counteract an ongoing divine spell effect on the creature.

Draconic Frenzy [>>] The wyrmwraith makes two claw Strikes and one jaws Strike in any order.

Drain Life (divine, necromancy) When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 38 Fortitude save or become drained 2. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4.

Ectoplasmic Form [>] (divine, necromancy) A wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the wyrmwraith's AC increases to 43 and they gain 100 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of negative damage.

Phase Lurch [>] (divine, move) Requirements The wyrmwraith is in their ectoplasmic form; Effect As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain.

Bestiary 3, page 296. Originally in AoA6.

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