Wraith
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
The wraith is a ghost-like, spectral figure of a person supposedly seen as a premonition just before his death. Creatures born of evil and darkness. They despise all living things, as well as the light that nurtures them. Composed of darkness, they are more or less humanoid in shape. They are featureless except for the glowing red pinpoints of their eyes. Wraiths can spawn wights
In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature but only reflects the shape it had in life. A wraith is about as tall as a human since they are incorporeal, they are weightless.
Wraith
This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
Medium undead, neutral evil
Armor Class 13
Hit Points 67 (9d8 + 27)
Speed 0 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 16 (+3) | 16 (+3) | 12 (+1) | 14 (+2) | 15 (+2) |
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages the languages it knew in life
Challenge 5 (1,800 XP)
Special Traits
- Incorporeal Movement: The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
- Sunlight Sensitivity: While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
- Life Drain: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
- Create Specter: The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target’s spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith’s control. The wraith can have no more than seven specters under its control at one time.
Wraith
Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 1, 1E Monster Manual 1, Rules Cyclopedia, Classic D&D Game,
Wraith | |
Wraith | |
Medium undead (Incorporeal) | |
Hit Dice | 5d12 (32 hp) |
Initiative | +7 |
Speed | Fly 60 ft. (good) (12 squares) |
Armor Class | 15 (+3 Dexterity, +2 deflection), touch 15, flat-footed 12 |
Base Attack/Grapple | +2/- |
Attack | Incorporeal touch +5 melee (1d4 plus 1d6 Constitutiondrain) |
Full Attack | Incorporeal touch +5 melee (1d4 plus 1d6 Constitutiondrain) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Constitution drain, create spawn |
Special Qualities | Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura |
Saves | Fort +1, Ref +4, Will +6 |
Abilities | Strength -, Dexterity 16, Constitution -, Intelligence 14, Wisdom 14, Charisma 15 |
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 |
Environment | Any |
Organization | Solitary, gang (2-5), or pack (6-11) |
Challenge Rating | 5 |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 6-10 HD (Medium) 1 |
Level Adjustment | – |
Combat
Both the wraith and the dread wraith share the following abilities.
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.
Wraith Constitution Drain (Su) Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution 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.
Dread Wraith
The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows-or the walls.
Wraith | |
Dread Wraith | |
Large undead (Incorporeal) | |
Hit Dice | 16d12 (104 hp) |
Initiative | +13 |
Speed | Fly 60 ft. (good) (12 squares) |
Armor Class | 25 (-1 size, +9 Dexterity, +7 deflection), touch 25, flat-footed 16 |
Base Attack/Grapple | +8/- |
Attack | Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain) |
Full Attack | Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain) |
Space/Reach | 10 ft./10 ft. |
Special Attacks | Constitution drain, create spawn |
Special Qualities | Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura |
Saves | Fort +5, Ref +14, Will +14 |
Abilities | Strength -, Dexterity 28, Constitution-, Intelligence 17, Wisdom 18, Charisma 24 |
Skills | Diplomacy +9, Hide +24, Intimidate+26, Knowledge (religion) +22, Listen+25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks) |
Feats | AlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack(incorporeal touch), Mobility, Spring Attack |
Environment | Any |
Organization | Solitary |
Challenge Rating | 11 |
Treasure | None |
Alignment | Always lawful evil |
Advancement | 7-32 HD (Large) |
Level Adjustment | – |
Lifesense (Su) : A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the Blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Constitution Drain (Su) : Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.
Create Spawn (Su) : Any humanoid slain by a dread 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.