Wraith (CR 6/MR 2)

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

Mythic Wraith (CR 6/MR 2)
XP 2,400
Pathfinder Roleplaying Game Bestiary
LE Medium undead (incorporeal, mythic)
Init +9MF; Senses darkvision 60 ft., lifesense; Perception +10
Aura unnatural aura (30 ft.)

Defense

AC 20, touch 20, flat-footed 17 (+7 deflection, +3 Dex)
hp 68 (5d8+46)
Fort +7, Ref +4, Will +6
Defensive Abilities channel resistance +2, incorporeal; DR 5/epic; Immune undead traits
Weaknesses sunlight powerlessness

Offense

Speed fly 60 ft. (good)
Melee incorporeal touch +6 (1d6 negative energy plus 1d6 Con drain)
Special Attack corruption linkMA, create spawnMA, mythic power (2/day, surge +1d6), shroud of darknessMA

Statistics

Str —, Dex 16, Con —, Int 14, Wis 14, Cha 23
Base Atk +3; CMB +6; CMD 21
Feats Blind-Fight, Combat Reflexes, Improved InitiativeMF
Skills Diplomacy +11, Fly +7, Intimidate +14, Knowledge (planes) +7, Perception +10, Sense Motive +10, Stealth +11
Languages Common, Infernal

Ecology

Environment any
Organization solitary, gang (1 mythic wraith and 2–7 wraiths), or pack (1 mythic wraith and 7–17 wraiths)
Treasure none

Special Abilities

Constitution Drain (Su) Creatures hit by a mythic wraith’s incorporeal touch attack must succeed on a DC 18 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.

Corruption Link (Su) Creatures affected by a mythic wraith’s Constitution drain ability take one point of Constitution bleed each subsequent round if they remain within 60 feet of the mythic wraith (Fortitude DC 18 negates). The mythic wraith does not gain temporary hit points from this effect. The save DC is Charisma-based.

Create Spawn (Su) A humanoid slain by a mythic wraith becomes a wraith in 1 round. Spawn are under the command of the mythic wraith that created them until its death, at which point they become free-willed wraiths. They do not possess any of the abilities they had in life.

Lifesense (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.

Shroud of Darkness (Su) A mythic wraith can expend one use of mythic power as a swift action to create a 10-foot radius area of cold-infused darkness centered on the mythic wraith. The darkness lasts for 2 minutes and is identical to the deeper darkness spell (CL 10). It also negates the mythic wraith’s sunlight powerlessness weakness. Additionally, creatures that begin their turn inside the shroud of darkness take 1d6 points of cold damage and must succeed on a DC 18 Fortitude save or be staggered for as long as they remain inside the shroud of darkness plus an additional 1d4 rounds after they leave. The save DC is Charisma-based.

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