Elder WyrmwraithCreature 23
Source Pathfinder Lost Omens Draconic Codex
Perception +40 (darkvision, lifesense (precise) 120 feet)
Languages Common, Draconic, Necril
Skills Acrobatics +38, Arcana +38, Intimidation +43, Religion +46, Stealth +43
Str -5, Dex +11, Con +0, Int +9, Wis +9, Cha +11
AC 48; Fort +37; Reflex +40; Will +45;
HP 400 (void healing)
Speed 50 feet (fly 100 feet)
Immunities death effects, disease, paralyzed, poison, unconscious, bleed
Spectral Claw
+42 (+38, +34) to hit (agile, reach 15) 4d8+23 AcidLifesense 120 feet
Lifesense allows a monster to sense the vital essence of living and undead creatures within the listed range. The sense can distinguish between the vitality energy animating living creatures and the void energy animating undead creatures, much as sight distinguishes colors.
Frightful Presence (aura, emotion, fear, mental)90 feet. DC 46 will
On a critical failure, a creature is also Paralyzed until the start of their next turn.
A creature that first enters the area must attempt a Will save.
Regardless of the result of the saving throw, the creature is temporarily immune to this monster's Frightful Presence for 1 minute.
Critical Success The creature is unaffected by the presence.
Success The creature is Frightened 1.
Failure The creature is Frightened 2.
Critical Failure The creature is Frightened 4.
Sunlight PowerlessnessAn elder wyrmwraith in sunlight is Clumsy 2 and Stunned 2.
Vitality Transfer
(divine)Trigger The wyrmwraith succeeds at a saving throw to resist vitality damage but still takes damage
Effect The wyrmwraith transfers all vitality damage from the effect to a single undead creature of their choice within 120 feet that they control or that's Friendly or Helpful to them.
Void HealingA creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Consume Souls
(death, divine, incapacitation)The elder wyrmwraith inhales sharply, sucking in the souls of nearby creatures. Each creature in a 60-foot cone must attempt a DC 46 will save.
The elder wyrmwraith can't Consume Souls again for 1d4 rounds.
Critical Success The creature is unaffected.
Success The creature becomes Doomed 1.
Failure The creature becomes Doomed 2 and takes 100 void damage.
Critical Failure The creature is slain. As long as the wyrmwraith still exists, the slain creature can't be returned to life through any means.
Decaying Breath
(divine, void)The wyrmwraith unleashes a torrent of void energy that deals 24d6 void damage to all creatures in a 90-foot cone (DC 46 reflex save). They can't use Decaying Breath again for 1d4 rounds.
Divine Dispelling (divine)An elder wyrmwraith's claws rend divine magic. Whenever an elder wyrmwraith hits a creature with a spectral claws Strike, the elder wyrmwraith can attempt a religion check to counteract an ongoing divine spell effect on the creature.
Draconic Frenzy
The elder wyrmwraith makes two claw Strikes and one jaws Strike in any order.
Drain Life (divine)When a wyrmwraith deals damage to a living creature with a spectral jaws or spectral claw Strike, the wyrmwraith gains 20 temporary Hit Points and the target's maximum Hit Points (but not current Hit Points) are reduced by 20. The target's maximum Hit Points are restored after a full night's rest.
Effect: Drain Life
Ectoplasmic Form
(divine)An elder wyrmwraith can push through the ectoplasmic veil to temporarily assume a physical form made of ectoplasm. The elder wyrmwraith loses the incorporeal trait for 1d4 rounds, though they can return to their incorporeal form as a free action before then. Once this ability ends, the elder wyrmwraith can't use this ability again for 1d4 rounds. While in their ectoplasmic form, the elder wyrmwraith's AC increases to 52 and they gain 125 temporary Hit Points. They lose their immunity to precision damage and all of their resistances. Their melee Strikes deal slashing and piercing damage, respectively, instead of void damage.
Phase Lurch
(divine, move)Requirements The wyrmwraith is in their ectoplasmic form
Effect As the Stride action, but the wyrmwraith can pass through walls or material obstacles as though they were incorporeal. They must begin and end their movement outside of any physical obstacles, and passing through solid material is difficult terrain.
Void's Embrace (curse, death, divine, void)If a victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, they bypass the resistances of the wyrmwraith that cursed them
Saving Throw DC 46 will
Stage 1 Dazzled in any light (1 hour)
Stage 2 gains lifesense 30 feet but is Blinded in any light (1 hour)
Stage 3 as stage 2, but also has void healing (1 hour)
Stage 4 Unconscious and can't awaken (1 day)
Stage 5 dead and becomes a Actor.Wraith, its body crumbling to ash.
Wings of Shadow
(divine, void)Frequency once per round
Effect The wyrmwraith spreads its spectral wings wide covering all near it in shadow. Each living creature within a 10-foot emanation is exposed to void's embrace.
Divine Innate Spells (DC 46, +38 to hit)
1st Level: Charm (undead only) (2x)
2nd Level: Darkness
3rd Level: Bind Undead (at will)
4th Level: Divine Wrath
6th Level: Vampiric Exsanguination
7th Level: Execute
10th Level: Manifestation
Rituals
TDahak's defiance and his hatred for all of creation brought loss to dragonkind. It is said that the first wyrmwraiths rose from the souls of dragons hurled into the Void by Dahak, but whether this is true or not is still a matter of debate. What is undeniable is that the wyrmwraiths are unliving conduits of the Void, shaped but unshackled by the plane's hunger for indiscriminate destruction.
Wyrmwraiths dwell in remote areas marred by catastrophes and death, where they can better hide their undead nature or indulge in their grim research. Their lairs often have a single, hidden and highly defensible antechamber where the wyrmwraith confers with its agents as it engages in a war with distant rivals through expendable proxies. This dimly lit antechamber is usually filled with death and many undead servants, some raised from the bodies of those whose usefulness has come to an end.
Wyrmwraiths might enter temporary alliances with other undead, cults, or necromancers, especially when it comes to unearthing powerful secrets or striking a blow against a common powerful threat. While wyrmwraiths take great pleasure in acting against those who wield the power of the gods, often targeting them first in battle to rend their flesh and protective spells with their claws, they are often very cautious, striking only after stacking the odds in their favor.
Traits
This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.
DragonDragons are reptilian creatures, often winged or with the power of flight. Most can exhale magical energy and are immune to sleep and paralysis.
IncorporealAn incorporeal creature or object has no physical form. It can pass through solid objects, including walls. When inside an object, an incorporeal creature can't perceive, attack, or interact with anything outside the object, and if it starts its turn in an object, it is slowed 1 until the end of its turn. A corporeal and an incorporeal creature can pass through one another, but they can't end their movement in each other's space. An incorporeal creature can't attempt Strength-based checks against physical creatures or objects—only against incorporeal ones—unless those objects have the ghost touch property rune. Likewise, a corporeal creature can't attempt Strength-based checks against incorporeal creatures or objects. Incorporeal creatures usually have immunity to effects or conditions that require a physical body, like disease, poison, and precision damage. They usually have resistance against all damage (except force damage, spirit damage, and damage from Strikes with the ghost touch property rune), with double the resistance against non-magical damage.
UndeadOnce living, these creatures were infused after death with void energy and soul-corrupting unholy magic. When reduced to 0 Hit Points, an undead creature is destroyed. Undead creatures are damaged by vitality energy and are healed by void energy, and don't benefit from healing vitality effects.
UnholyEffects with the unholy trait are tied to powerful magical forces of cruelty and sin. They often have stronger effects on holy creatures. Creatures with this trait are strongly devoted to unholy causes, and often have weakness to holy. If a creature with weakness to unholy uses an unholy item or effect, it takes damage from its weakness.
WraithA wraith is an incorporeal undead creature infused with void energy and driven by a hatred of all life.