This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.
Wraith CR 5
AC 18, touch 18, flat-footed 15 (+5 deflection, +3 Dex)
hp 47 (5d8+25)
Fort +6, Ref +4, Will +6
Defensive Abilities channel resistance +2, incorporeal; Immune undead traits
Weaknesses sunlight powerlessness
Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)
Special Attack create spawn
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 21
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Improved Initiative
Skills Diplomacy +10, Fly +7, Intimidate +13, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11
Languages Common, Infernal
A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a –2 penalty on all d20 rolls and checks, receive –2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not possess any of the abilities they had in life.
Creatures hit by a wraith’s touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
A wraith caught in sunlight cannot attack and is staggered.
Organization solitary, pair, gang (3–6), or pack (7–12)
Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives.
White Wraith (+1 CR): Created by fiends from the distilled and corrupted souls of holy crusading knights who succumbed to temptation and died as sinners and blasphemers, white wraiths are composed of blinding white light rather than darkness. These tortured souls deal 2d6 points of cold damage and 1d8 Dexterity drain with their incorporeal touch. Furthermore, white wraiths do not suffer from powerlessness in sunlight, as do their lesser cousins, and in fact exude an aura of light that causes all creatures within 20 feet to become dazzled as long as they remain within this area of bright illumination. Creatures slain by white wraiths rise as normal wraith spawn in 1d4 rounds.
Pathfinder Campaign Setting: Undead Revisited. © 2011, Paizo Publishing, LLC. Authors: Eric Cagle, Brian Cortijo, Brandon Hodge, Steve Kenson, Hal Maclean, Colin McComb, Jason Nelson, Todd Stewart, and Russ Taylor.