Wraith

MapTool Token

NameWraith
Sorted NameWraith
FamilyWraith
Size and TypeMedium Undead (Incorporeal)
Hit Dice Count5
Hit Dice5d12 (32 hp)
Random Hit Points5d12 - 0
Initiative+7
SpeedFly 60 ft. (good) (12 squares)
Armor Class15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple+2/-
Attack

Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)

Full Attack

Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)

Space/Reach5 ft./5 ft.
Special AttacksConstitution drain, create spawn
Special Qualities

Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura

SavesFort +1, Ref +4, Will +6
AbilitiesStr -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills

Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)

Feats

Blind-Fight, Combat Reflexes

Bonus Feats

Alertness, Improved Initiative

EnvironmentAny
Challenge Rating5
Organization

Solitary, gang (2-5), or pack (6-11)

TreasureNone
AlignmentAlways lawful evil
Advancement6-10 HD (Medium)
Level Adjustment-
VersionSRD
SourcesSystem Reference Document
Stat_Block

Wraith; CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft. (good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2; Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1, Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat Reflexes, Improved Initiative

Wraith

Wraith
Medium Undead (Incorporeal)
Hit Dice:
5d12 (32 hp)
Initiative:
+7
Speed:
Fly 60 ft. (good) (12 squares)
Armor Class:
15 (+3 Dex, +2 deflection), touch 15, flat-footed 12
Base Attack/Grapple:
+2/-
Attack:
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Full Attack:
Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Constitution drain, create spawn
Special Qualities:
Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura
Saves:
Fort +1, Ref +4, Will +6
Abilities:
Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills:
Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks)
Feats:
Alertness B, Blind-Fight, Combat Reflexes, Improved Initiative B
Environment:
Any
Organization:
Solitary, gang (2-5), or pack (6-11)
Challenge Rating:
5
Treasure:
None
Alignment:
Always lawful evil
Advancement:
6-10 HD (Medium)
Level Adjustment:
-

Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature's AC or combat abilities but only reflects the shape it had in life.

A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.

Wraiths speak Common and Infernal.

Combat

Both the wraith and the dread wraith share the following abilities.

Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.

Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.

Wraith

Constitution Drain (Su): Living creatures hit by a wraith's incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Dread Wraith

The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows-or the walls.

Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.

Constitution Drain (Su): Living creatures hit by a dread wraith's incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.

Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

The Open content displayed above has been reproduced with permission from the copyright holder.

Attacks: Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain), or Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain)

feats: BLIND-FIGHT, COMBAT REFLEXES, ALERTNESS, IMPROVED INITIATIVE,