Wraith, Dread

This ghostly creature is little more than a dark shape with two flickering pinpoints of light where its eyes should be.

Dread Wraith CR 13

XP 25,600
LE Large undead (incorporeal)
Init +13; Senses darkvision 60 ft., lifesense 60 ft.; Perception +28; Aura unnatural aura (30 ft.)


AC 26, touch 26, flat-footed 16 (+7 deflection, +9 Dex, +1 dodge, –1 size)
hp 184 each (16d8+112)
Fort +12, Ref +14, Will +15
Defensive Abilities channel resistance +4; incorporeal; Immune undead traits
Weaknesses sunlight powerlessness


Speed fly 60 ft. (good)
Melee incorporeal touch +20 (3d6 negative energy plus 1d8 Con drain [Fort DC 23])
Space 10 ft.; Reach 10 ft.
Special Attacks create spawn


Str —, Dex 28, Con —, Int 14, Wis 20, Cha 25
Base Atk +12; CMB +22; CMD 40
Feats Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Skills Diplomacy +18, Fly +24, Intimidate +26, Knowledge (planes) +13, Perception +28, Sense Motive +28, Stealth +24
Languages Common, Infernal, Skald


Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure none

Dread wraiths are wraiths that existed long enough and fed on enough life force to undergo an unholy transformation, increasing in size and strength.

Section 15: Copyright Notice – Pathfinder Module: The Witchwar Legacy

Pathfinder Module: The Witchwar Legacy . © 2010, Paizo Publishing, LLC; Author: Greg A. Vaughan.

scroll to top