Wraith, Apostasy

A broken mask gives this smoky, ghostly figure a bitter, unwavering gaze.

Apostasy Wraith CR 6

XP 2,400
CE Medium undead (incorporeal)
Init +8; Senses darkvision 60 ft., sense apostate; Perception +11

DEFENSE

AC 16, touch 16, flat-footed 12 (+2 deflection, +4 Dex)
hp 52 (8d8+16)
Fort +4, Ref +6, Will +8
Defensive Abilities channel resistance +4, incorporeal; Immune undead traits
Weaknesses false priest aversion

OFFENSE

Speed fly 60 ft. (perfect)
Melee incorporeal touch +10 (1d8 plus energy drain and rend faith)
Special Attacks energy drain (1 level, DC 16)

STATISTICS

Str –, Dex 18, Con –, Int 10, Wis 11, Cha 14
Base Atk +6; CMB +10; CMD 22
Feats Blind-Fight, Combat Reflexes, Improved Initiative, Iron Will
Skills Fly +23, Knowledge (religion) +11, Perception +11, Stealth +15
Languages Common, +1 additional

SPECIAL ABILITIES

Razmiri Aversion (Ex)

If confronted by a false priest or anyone successfully disguised in that garb, the apostasy wraith must make a Will save. The DC of this save is equal to 10 + 1/2 the Hit Dice + the Charisma modifier of the highest-level false priest present. The apostasy wraith needs to make this saving throw only once per encounter, regardless of the number of false priests present. If the saving throw fails, the apostasy wraith is forced to flee as if affected by the Turn Undead feat. If the save is successful, it overcomes its aversion and gains a +2 bonus on attack rolls and deals double damage against false priests (or those disguised as such) for the duration of the encounter.

Rend Faith (Su)

On a successful incorporeal touch attack against a foe with divine spellcasting abilities, the ability to channel energy, or other divinely granted special abilities, the apostasy wraith’s inherent spite and contempt toward all things religious disrupts the target’s connection with his deity. The victim must make a successful DC 16 Will save or be unable to use any such ability for 1 round. The save DC is Charisma-based.

Sense Apostate (Su)

An apostasy wraith can sense the presence and direction of false priests as if using the locate creature spell (CL 20th). This ability cannot be dispelled.

ECOLOGY

Environment any
Organization solitary, pair, or gang (3–6)
Treasure none

An apostasy wraith exists in a state of constant conflict, torn between its burning shame at falling for such duplicity in life and its scorn and hatred toward believers for whom faith proved to be genuine. Their primary motivation is to wreak vengeance upon false priests. If able to overcome its aversion, its wrath is terrible. Otherwise, an apostasy wraith gladly vents its rage upon followers of other gods in an effort to make them see–even if only for a moment–the despair of finding one’s faith misplaced.

Section 15: Copyright Notice

Pathfinder Campaign Setting: Inner Sea Bestiary © 2012, Paizo Publishing, LLC; Authors: Jim Groves, James Jacobs, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Greg A. Vaughan.

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