War WraithCreature 9
Source Pathfinder Monster Core 2
Perception +19 (darkvision, lifesense (imprecise) 60 feet)
Languages Common, Necril
Skills Acrobatics +19, Intimidation +21, Stealth +19
Str -5, Dex +6, Con +3, Int +3, Wis +4, Cha +6
AC 27; Fort +16; Reflex +19; Will +21; +1 status to all saves vs. vitality
HP 130 (void healing)
Speed 0 feet (fly 60 feet)
Immunities bleed, death effects, disease, paralyzed, poison, precision, unconscious
Resistances All Damage 10
+1 Status to All Saves vs. VitalityDraining Presence (aura, void)
10 feet. A living creature that enters the aura must succeed at a DC 26 fortitude save or become Drained 1. It recovers after it has been out of the aura for 1 minute. A creature that succeeds at its save is temporarily immune to draining presence for 24 hours.
Sunlight PowerlessnessWhile in sunlight, a war wraith is Stunned 2 and Clumsy 2.
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.
Absorb Wraith
Frequency once per round
Effect The war wraith extends their hand toward another wraith creature within 100 feet. The target wraith dissolves and streaks toward the war wraith in a straight line, dealing 3d10 void damage to each creature along the line with a DC 28 fortitude save. The war wraith absorbs the essence of the target wraith, becoming Quickened for 1 minute. They can use their extra action only to Fly or Strike. An unwilling target can resist being absorbed if it succeeds at a DC 28 will save.
Grip of Fear
(emotion, fear, mental, nonlethal)The wraith reaches into an adjacent creature's chest, gripping its heart. The target takes 9d6 mental damage with a DC 28 will save. On a critical failure, the creature is also Paralyzed until the start of the wraith's next turn.
Robes of Welcome
(divine, void)Frequency once per round
Effect The wraith wraps their robes around an adjacent living creature, exposing it to void's embrace. If any creature is cursed by the wraith's void's embrace, the wraith can't impose void's embrace on another creature.
Void's Embrace (curse, death, divine, void)If the victim succeeds at a saving throw against this curse while in sunlight, the curse ends. While a creature has this curse, it bypasses the resistance of the wraith that cursed it
Saving Throw DC 28 will
Stage 1 the victim is Dazzled in any light (1 hour)
Stage 2 the victim gains lifesense 30 feet but is Blinded in any light (1 hour)
Stage 3 as stage 2, but the creature also has void healing (1 hour)
Stage 4 the victim becomes Unconscious and can't awaken (1 day)
Stage 5 the creature dies and becomes a wraith under the command of the war wraith, its body crumbling to ash
These menacing spiritual remnants of wicked warlords or bloodthirsty generals are towering specters of shadow and death. Like other wraiths, war wraiths haunt the shadowy places of the world but are more likely to travel greater distances to sow terror or amass influence, often sticking to dark glades or sinister ruins when journeying across sun-dappled lands. War wraiths tend to be arrogant and rarely form a pack with others of their kind, preferring instead to dominate groups of ordinary wraiths. A particularly powerful necromancer might compel packs of war wraiths into service. However, a particularly malevolent goal—such as eradicating a bastion of light and life—might draw several war wraiths together in a common purpose.
War Wraith Origins
Not every war wraith was once an individual. Many of them coalesce over time, merging from multiple wraiths where lost souls accumulate and have their spirits and consciousnesses shorn apart or undermined in some way. These war wraiths tend to think and communicate not as one potent being, but as a riot of voices—often conflicting but truly bone-chilling when they agree to work in unison. In locations where void energy focuses, such as in the Void or on the Isle of Terror, war wraiths form in this way frequently.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
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.