WraithCreature 6
Source Pathfinder Monster Core
Perception +14 (darkvision, lifesense (precise) 60 feet)
Languages Common, Necril
Skills Acrobatics +12, Diplomacy +13, Intimidation +15, Stealth +16
Str -5, Dex +4, Con +0, Int +2, Wis +2, Cha +5
AC 24; Fort +8; Reflex +14; Will +14;
HP 80 (void healing)
Speed 0 feet (fly 40 feet)
Immunities death effects, disease, paralyzed, poison, precision, unconscious, bleed
Lifesense 60 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.
Sunlight PowerlessnessWhile in sunlight, a wraith is Blinded and Slowed 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.
Grip of Fear
(emotion, fear, mental, nonlethal)The wraith reaches into an adjacent creature's chest, gripping their heart. The target takes 6d6 mental damage with a DC 24 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 its 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 you have this curse, you bypass the resistance of the wraith that cursed you.
Saving Throw DC 24 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, its body crumbling to ash
Wraiths are malevolent undead who drain life and shun light. Their shadowy forms are covered by insubstantial robes that they wear like a badge of office and marked with peering eyes that reflect their judgment of the living. A wraith can be created by foul magic or direct exposure to the Void, but more often they are the result of death on a tragic scale. When a tragedy is too great for even reality to witness, a temporary manifestation of the Void can leave behind countless wraiths in a horde of darkness. A wraith's existence is one of emptiness and need, with a desire to call others to the same emptiness exemplified by the Void.
Wraiths can haunt any location where they can safely interact with the living, looking for those worthy to become new wraiths and disposing of the rest, though their vulnerability to sunlight confines them to the shadowy places of the world—places where they can blend in seamlessly with their dark surroundings before silently engulfing their prey. Wraiths' opinions on who is worthy vary, but they typically choose those closest to the Void already, whether from a metaphysical connection or exposure to countless deaths. A new wraith created this way carries these aspects, with the rest of their personality warped or scoured away by exposure to the Void.
Wraiths gather with others of their kind in places where death and mayhem are commonplace—countrysides ravaged by war, metropolitan underworlds run by criminal overlords, or sites of fiendish rituals. In these places, the living do well to keep to the light. Wraiths are smart enough to take advantage of their incorporeality in combat, so they keep to tortuous caverns or structures with hallways, and avoid open areas.
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.