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Work Wraith

Work Wraith CR 4

XP 1,200
NE Small undead (incorporeal)
Init +1; Senses low-light vision, darkvision 60 ft.; Perception +10
Aura fatiguing aura (30 ft., become fatigued, fatigued creatures become exhausted, exhausted creatures become unconscious, Will DC 16 negates)

DEFENSE

AC 13, touch 13, flat-footed 12 (+1 deflection, +1 Dex, +1 size)
hp 27 (5d8+5)
Fort +2, Ref +2, Will +7
Defensive Abilities incorporeal
Channel Resistance +2
Immune undead immunities

OFFENSE

Speed flight 30 ft. (good)
Melee two +6 incorporeal touch attacks (1d4 negative energy plus energy drain)
Special Attacks energy drain (1 level, Fort DC 13)
Spell-Like Abilities (CL 5th concentration +7)

At Willanimate rope, mage hand, scare (Will DC 14), touch of gracelessness (Fort DC 13)

STATISTICS

Str –, Dex 15, Con –, Int 9, Wis 16, Cha 12
Base Atk +3; CMB +2; CMD 14
Feats Ability Focus (fatiguing aura), Skill Focus (Stealth)
Skills Knowledge (local) +5, Perception +10, Profession (factory rat) +4, Stealth +12
Languages Common

SPECIAL ABILITIES

Fatiguing Aura (Su)

The work wraith is surrounded by a misty aura that saps strength. All creatures who end their turn in this aura must succeed at a DC 16 Will save or become fatigued. Fatigued creatures become exhausted instead, and exhausted creatures become unconscious on a failed save.

This effect persists as long as the creature remains within range and for one minute afterward.

A creature can attempt a new save at the end of its turn to end the effect once out of the aura.

ECOLOGY

Environment any urban
Organization solitary, pair or in groups of 1d4+1
Treasure incidental

Work wraiths are the unquiet ghosts of child laborers who died in a factory or heavy, forced labor situation. Exhausted, starving and hopeless in life, in undeath work wraiths seek to inflict a small portion of their own suffering on the overseers, bosses and taskmasters.

Like all undead, work wraiths both hate life and covet it, but they have little interest in torturing ordinary working folk. Living workers unfortunate enough to toil in a factory they are haunting are tortured with fear, with poltergeist pranks and workplace accidents that might take limbs, but rarely life. Their true murderous fury is reserved for the rich bastards who own the factories and the sweatshops, and the middle-rank cowards who work their fellow peasants into the grave for a taste of money.

Work wraiths are the ghostly spirits of poor children, dressed in drab, ragged shifts. Their spiritual forms bear the bloody wounds that killed them forever – they are often missing arms or legs that were devoured by the crushing gears. The blood that a work wraith drips is tangible and real, even if nothing else about the monster is.

They retain much of their living personality and memories, but their spirits are twisted with rage and cruelty – they are childlike sadists.

Section 15: Copyright Notice

Nemesis Unleashed Volume II. Copyright 2019, Otherverse Games. Author: Chris A. Field